TUBE WAY
WOOLUF!
Written by: Rainbow Software
j
L
■ *
HALLS OF THE
THINGS
Written by: Neil Mottershead
Simon Brattel and
Martin Horsley
INVASION OF THE
BODY SNATCHAS
Written by: Simon Brattel
and Neil Mottershead
From the creators of 'Halls of the Things,' 'Invasion of the body snatchas,'
and many other software clossics come these exciting new gomes.
Games to tax your judgement and puzzle and frustrate you for months on end.
Don't forget our other titles, which have attracted enthusiastic reviews like
"Spectacular, one of the best games I've seen"... POPULAR COMPUTING WEEKLY and
'Excellent, dangerously addictive, could change the Spectrum games scene overnight"... SINCLAIR USER
Selected titles available from:-
S
John Menzies
ZEUS
ASSEMBLER
HMV
WOOLWORTH
other large department stores ond all good major
software retailers. Alternatively, send the coupon to:-
GBMS
All titles for
48K Spectrum
unless
otherwise
stated
PROGRAMMERS ! WRITTEN ANY SOFTWARE THAT COMES UP
TO OUR STANDARDS? IF SO SEND IT TO US FOR EVALUATION.
WE OFFER GENEROUS ROYALTIES.
Written by:
Graham Stafford
CRYSTAL COMPUTING, 2 ASHTON WAY,
EAST HERRINGTON, SUNDERLAND SR3 3RX.
TRADE ENQUIRIES WELCOME:— Tel: 061 -205 6603.
CRYSTAL COMPUTING IS THE TRADING NAME OF CHANDREX LTD.
TTe rome GvVd r> uied urrfer ken<e
Please supply. INVASION OF THE BODY SNATCHAS □ £6.50
HALLS OF THE THINGSQ £7.50 THE DUNGEON MASTER □ £7.50
IT'STHE WOOLUF □ £6.50 POMMELS REVENGED £6.50
TUBE WAY ARMY □ £7.50 ZEUS 64□ £9.95
CATALOGUE OF LATEST SOFTWARE □
NAME
ADDRESS
I enclose cheque/p.o. for
luded. Ovt
P & P included. Overseas orders, please add £1.50 per item.
SP4
2 GO SUB 8000
10 BORDER 0' PAPER 0; INK 6 C
LS
20 LET sc-0
25 LET cuP-0■ LET nd-1 LET a*
* M i“« LET di-0 1 LET x-18 LET 9 =
5' LET 9-4' LET d-Q« LET t-0- LE
T P=0> LET n»17 ■ LET b-7- LET bl
-13« LET b2-l9
35 LET u*-"<9a;3*»P;24*9a;3*sP
; 9 * )"
36 LET x«- ,, <32*9a>"
40 FOR f-0 TO 21' PRINT "(W)'
; TAB 31; 9* ) u = NEXT f
41 PRINT AT 0/0;x*
42 FOR f-4 TO 19 STEP 5- PRINT
AT f,0;u*- NEXT f
43 PRINT AT 20/0;"<9a;3*9e;25*
9a;3*9*;9a)";AT 2l,0;x*
44 PRINT AT 3,27; INK 4;"<9c>"
45 FOR f-14 TO 18' PRINT AT P,
26; INK 5; H <9b>"' NEXT f
46 FOR f=4 TO 8' PRINT AT f/26
; INK 5;"< 9b)" 1 NEXT f
47 FOR f=9 TO 13' PRINT AT f, 5
; INK 5;"': 9b)"' NEXT f
48 PRINT AT 18,27; INK 7;'*<9d)
";AT 4,3; INK 7; "<9*1)"
50 FOR f-4 TO 18' PRINT AT f,2
; INK 5;"< 9b )"' NEXT f
51 FOR f-15 TO 18- PRINT AT f,
8; INK 7; "< 99 )'*' NEXT f
52 PRINT AT n.8; INK 7;"<9h)"
53 PRINT AT 18,16; "< 9a )"
54 PRINT AT 8,15;"C9a) "; INK
2; "< 9k )"; INK 6;" <9k>"
55 PRINT AT 3,9; INK 3;"C9f)"
56 PRINT AT I3,b-1; INK 4;" <9
l )";AT 13/bl-l; INK 4;" <9l)";AT
I3,b2-l; INK 4;" <9l)"
1O0 PRINT AT x,*;” "
105 IF INKEY*-"8" THEN LET dl¬
l' LET a»-"< 9i >“
110 IF INKEY*--5“ THEN LET di-
-1* LET aS-"<9j) M
112 LET 9-9+di
115 PRINT AT X,*; INK 5;aS
117 IF x-3 AND 9-4 THEN LET 9 =
v-l« GO TO 5000
120 IF s>27 OR 9<4 THEN GO TO
7000
130 IF x-18 AND 9-26 AND INKEY*
-"0" THEN GO SUB 6000
140 IF x-8 AND 9=26 AND INKEYS-
"O" THEN GO SUB 6000
150 IF x=13 AND 9-5 AND INKEYS-
-0“ THEN GO SUB 6000
155 IF INKEYS="0" THEN PRINT A
T x,9," “• LET x=x-l LET 9-9+di
' PRINT AT X/9; INK 7;aS = BEEP .
05,10- PRINT AT X/9,'' "> LET 9=9
+di : LET x-x+1
160 LET r>-r.+r>d< PRINT rt n,8; I
NK 7; "< 9h >“
162 BEEP .003.10
165 IF n-15 THEN LET nd-1
170 IF n-18 THEN LET nd— 1
180 IF x»n AND 9-8 THEN GO TO
7010
190 LET b=b+l« LET bl=bl+l■ LET
b2=b2+l
200 PRINT AT 13/b-l; INK 4;<9
1 )";AT 13/bl-l; INK 4;" <9l)";AT
I3,b2-1; INK 4," <9l> M
202 IF b=24 THEN PRINT AT 13,2
4LET b-5
203 IF bl-24 THEN PRINT AT 13,
24;" LET bl-5
204 IF b2*24 THEN PRINT AT 13,
24;" ■« LET b2=5
210 IF <x-13 AND 9=b> OR <x=13
AND 9-bl) OR ( x»13 AND 9-b2) THE
N GO TO 7020
220 IF x-18 AND 9=27 AND d=0 TH
EN LET d-1- LET sc-sc+10- BEEP
.5,10
230 IF < x-18 AND 9-16) OR < x-e
AND 9-15) OR < x-8 AND 9 = 19) THEN
GO TO 7030
249 IF x-8 AND 9=17 AND cuP-0 T
HEN LET sc-sc+30 : LET cuP-1- 8E
EP .5,10
250 IF x-3 AND 9-27 AND t-0 THE
N LET t=l= LET sc-sc+60' BEEP .
5,10
260 IF x-3 AND 9-9+1 AND d-1 TH
EN LET d-0< LET *c-ac+50- BEEP
.5,10- LET 99-24- PRINT AT x,9;”
LET 9-8
270 IF x-3 AND 9=9+1 AND d-0 TH
EN GO TO 7040
290 PRINT AT 3,9;" '*
300 LET 9-9+< 9 >9 )-< 9<9 )
310 PRINT AT 3,9; INK 3;"<9f>"
980 PRINT AT 0,l3;ac
990 IF nd«l THEN PRINT AT n,8;
INK 7; "< 99 )"
991 IF nd—1 THEN PRINT AT r>,8
"
998 BEEP .003,10
999 GO TO 100
500O PRINT AT X/9-2," "« LET 9=9
-1 * LET x=x+l- FOR f»x TO 18= PR
INT AT P, 9 ; INK 5;a*' BEEP .5,10
- PRINT AT f, 9 ; INK 5;"b"• NEXT
f- LET »c=sc+40
5010 CLS * GO TO 21
6000 FOR f-1 TO 5- PRINT AT x,v;
a*' BEEP .05,10 PRINT AT x,9, 1
NK 5;"b" 1 LET x=x-l- NEXT f- BEE
P .5/10- RETURN
7000 FOR f-x TO 20' PRINT AT f,y
;a*- BEEP .01,10' PRINT AT f,9;"
NEXT f- BEEP .5,10- CLS > PR
INT AT 10.10; FLASH 1;"SPLAT!";A
T 2i:10;"SCORE'”;sc PAUSE 0- PA
42
SINCLAIR PROGRAMS December 1983
R ACE ALONG the corridors of the
ancient stronghold, dodge the
tannonballs and scale the ladders
on your way to the treasure trove. You
will encounter new hazards on each
floor of The Spiral Tower and only
your dexterity will save you in this
month’s program of the month.
The Spiral Tower was written by
Graeme Johnston of Ascot, Berkshire
for the 16K Spectrum. He was given his
Spectrum for his 12th birthday in
March and this is one of the first pro¬
grams he has written.
USE 0- RUN
7010 BEEP .5,1& ! CLS • PRINT AT
10,18; FLASH 1;"HUNG!";AT 2l,10;
"SCORE ! ;sc■ PAUSE 0- PAUSE 0- R
UN
7020 BEEP .5,10 CLS ■ PRINT AT
10,10; FLASH 1;"SQUASHED!";AT 21
,10;"SCORE-";sc* PAUSE 0- PAUSE
0 1 RUN
7030 BEEP .5,10' CLS • PRINT AT
10,10; FLASH 1;"RAN INTO A WALL!
";AT 21,10;"SCORE'";sc- PAUSE Q
PAUSE 0- RUN
7040 BEEP .5,10' CLS ' PRINT AT
10,10; FLASH 1;"EATEN BY A GHOUL
!";AT 2l,10;"SCORE'";sc- PAUSE 0
- PAUSE 0 1 RUN
8000 FOR f-USR "j." TO USR "m"+7'
READ a- POKE f,*' NEXT f
8005 PRINT AT 0,B;;AT 2,6;;AT 5,
0;"DODGE THE NOOSE <9h> , JUMP T
HE WALL <9*> , GRAB THE DAGGER
(9d> ,SCALE THE LADDER , DODGE T
HE BOMBS <9l> , UP THE LADDER
, JUMPTHE WALLS AND GRAB THE CU
P ,SCALE THE LADDER , GRAB
THE TREASURE <9c> ,KILL THE
GHOUL <9f>, AND ESCAPE DOWN THE
LADDER." " '"CONTROLS - 5-LEFT,8-RI
GHT,0-JUMP"' ' " PRESS ANY
KEY"
8006 PAUSE 0
8010 RETURN
9000 DATA 255,129,129,129,129,12
9.129.255
9001 DATA 66,66,126,66,66,66,126
,66
9002 DATA 255,129,189,189,152,15
3.129.255
9003 DATA 16,16,16,16,16,124,16,
16
9804 DATA 0,0,8,0,0,85,e5,255
9005 DATA 24,36,60,36,66,126,153
, 129
9006 DATA 16,56,16,56,16,56,16,5
6
9087 DATA 16,56,16,56,16,40,68,5
6
9008 DATA 24,24,16,60,48,120,136
,4
9009 DATA 24,24,8,60,12,30,17,32
9810 DATA 126,126,126,126,60,24,
24,126
9811 DATA 60,126,255,255,255,255
,126,60
9012 DATA 255,0,0,0,0,0,0,0
SINCLAIR PROGRAMS December 1983
43
Here's a sure-fire way of making certain 1984 is packed full of fun for you and
your friends. We’ve searched for brilliant new program sources throughout the
U.K. and North America to find an exciting collection of new games—and
business programs—many of which cannot be bought by mail order from any
other source! These are our latest exclusive offerings. ^
FREE BLANK Cl 5 COMPUTER CASSETTE
WITH EVERY TWO CASSETTES YOU ORDER!
Remember there’s no limit to the number of free
. cassettes you receive if your order justifies them so -
^^^\/vhy not get together with friends or user group
members and share the freebies?
GREAT VALUE! TREMENDOUS SELECTION! PLUS A FREE
OFFER EVERY TIME!
Rll in the order form right away — we’re guaranteeing fast
delivery, quality and satisfaction [after all, we want you to
come back for more! ]
The Software Workshop, Yew Tree, Selborne,
Hants GU34 3JP
Order *
not entire
your pur
days and
SNOOKER#
Visions Snooker brings all the
excitement and all the tension of big
i.me tournaments to your TV set. With
an advanced program written by a
19 year old undergraduate at
Queens College Cambridge, it
makes Pot Black look like a load
ol old balls. Visions Snooker for
the 16K ZX' Spectrum. It’s an
exciting test of your skills on the
cue.
Cassette price: £8.95
Ref. No: 2-53
SHEER PANIC#
Mining for Magnetic Quartz is a
hazardous business You have ro
ensure that there is plenty of oxygen
to breathe, fight off the local
monsters with only a shovel and
counter interference with your
consciousness.
ZX Spectrum 16K or 48K.
Cassette price: £5.95.
Ref. No: 2-51
And here’s a further
selection of the latest
games, the best value
software for your Spectrum
Spectrum Software
2-13 Sentinel
Guard you mother ship against alien
attacks 48K RAM £4.95
2-14 Meteor Storm
Spectrum version of the ever-popular
arcade game. 16K or 48K RAM £4.95
2-15 Star Trek
Popular space program brought to
life by excellent graphics. 48K RAM £4.95
2-21 Frogger
Manoeuvre the frog across the road
avoiding heavy traffic. 48K RAM £5.95
2-23 Arcadia
The expert's version of the popular
invaders' game. 16K or 48K RAM £5.95
2-24 Golf
Tne finest of golf handicap games
48K RAM £5.95
2-26 Derby Day
This favourite has to be a winner
48K RAM £5.95
To: The Software Workshop, Yew Tree, Selborne, Hants GU34 3jp")
I wish to order the following programs. I understand that: ■]
• I will receive a FREE blank cassette with every 2 programs ordered
* I can return products within seven days if not entirely satisfied and 1 .
■
dence. H you are
h the quahty o
to us within /
, a replacement.
CAV<’“
P ING PONG allows two players
to play on the 16K or 48K Spec¬
trum. As the body of the program
is written in machine code, super fast
shoots the ball across the screen and
10 CLEAR 31743- CO SUB 1000
20 BORDER 4- PAPER 0< INK 7- C
LS
30 LET ¥¥-40- LET xs-3' LET ¥*
-4- LET P*-"PING-PGNG" 1 GO SUB 2
000
40 PRINT AT 15,7;"Cl au* J#n*#n
1993"
50 LET ¥¥-160- LET x*-l• LET ¥
*■2 * LET P*-"Pr#ft* atm k#¥ to CO
ntinu#"' GO SUB 2000
£0 PRU3E 0- CLS
70 PRINT AT 2,0;" Thi* is a 9a
m# for 2 PlA¥ #r*. EAeh PlA¥#r
control* a bAt/ which CAn b
• mov#d uP And down In An Att#m
Pt to hit th* b a ll."
80 PRINT AT 7,0;" Th# PlA¥#r a
t th# l#ft *id# control* hi
* bAt with th# k#¥* Q And R. Th
# P1A¥#r At th# ri9ht »id#
control* hi* bAt with th# k#
¥* P And ENTER."
90 PRINT AT 13,0;" Uh#n a bAll
1* lo*t/ a n#w on# l* AutomAt
ic*ll¥ *uPPU#d. Th# «Am# is ov
•r/ uh#n on# of th# Pl*¥#r* hA
* won 10 bAll*."
100 PRINT AT 20/9;"PRESS ANY KE
• DRAW 196/0
130 PRINT AT 9/7;"1 - Slow"
140 PRINT AT 9/7;"2 - M#diu« *P
•#d"
150 PRINT AT 10/7;"3 - FAftt"
160 PRINT AT 11/7; "4 - V#rw fA*
280 GO TO 340
290 LET n-USR 31744- FOR A-l TO
3' NEXT A 1 IF n-0 THEN GO TO 29
200 GO TO 340
310 LET n-USR 31744- FOR a-1 TO
1- NEXT a- IF n-0 THEN GO TO 31
170 PRINT AT 12/7;"5 - SuPer f*
*t"
180 PRINT AT 17/2;"Pr#** on# di
9it <1-5> H
190 PAUSE 0' LET »*°INKEY*• IF
*•<"1" OR **>"5 M THEN GO TO 190
200 LET lft-0- LET r*-0
210 PAPER 2- INK 2- CLS
220 PRINT AT 0/0; " Ahfffffffffff
££gffffffffffffff1 b" ’ FOR n-1 TO
20 : PRINT AT n/0;" adccccccccccc
ccecccccccccccccceb "■ NEXT n- PR
I NT AT 21 / 01- 1J99999M9999M9999
99999999999kb“
230 INK 6- POKE 23296/10’ POKE
23297/1- POKE 23298/10- POKE 232
99/1* POKE 23300.10- POKE 23301,
1- POKE 23302,10- POKE 23303,1-
POKE 23304,0- POKE 23305,1
240 GO TO 230+20*VAL ft*
250 LET n-USR 31744- FOR A-l TO
10- NEXT A- IF n-0 THEN GO TO 2
320 GO TO 340
330 LET n-USR 31744- IF n-0 THE
N GO TO 330
340 LET l*-l*+< CHR* n-"L">- LET
r*-r*+< CHR* n-"R">
350 PAPER 0- INK 7- CLS
360 FOR n-20 TO 0 STEP -2- BEEP
.05,n- NEXT n
370 LET *¥-48- LET x*-4 - LET ¥*
-4- LET P*-STR* l*+" - "♦STR* r* •
GO SUB 2000
3B0 IF l*<10 AND r*<10 THEN PAU
SE 50- GO TO 210
390 LET ¥¥-100- LET x*-l- LET ¥
*"2- LET P*-" WE'VE GOT A WINNER
"• FLASH 1- GO SUB 2000- FLASH
400 LET ¥¥-152- LET x*-l• LET ¥
*-2 . LET P*-"Do ¥Ou WAnt a n#w 9
xm#7 < ¥/n)"- GO SUB 2000
410 PAU8E 0
420 IF INKEY*m"¥" OR INKEY*-"Y"
THEN GO TO 120
430 IP INKEY*-"n" OR INKEY*-"N"
110 PAUSE 0
120 CLS • PRINT AT 4,2;"S#l#ct
*P##d of th# 9A.m# -" - PLOT 16,134
260 GO TO 340
270 LET n-USR 31744- FOR a-1 TO
7- NEXT a- IF n-0 THEN GO TO 27
78
SINCLAIR PROGRAMS December 1983
wumimifi
should be played by expert players only.
When the game is RUN, wait until the
title page is displayed before pressing
any key. Written by Claus Jensen of
Vaerlose, Denmark.
THEN STOP
440 CO TO 410
1000 PRINT "Initializing."
1010 RESTORE • LET a-31744' LET
c -0
1020 READ h*• LET n-1
1030 LET hi■CODE hi<n>-48‘ IF hi
>9 THEN LET hi-hi-7
1040 LET h2-C0DE h«<n+i>-48« IF
h2>9 THEN LET h2-h2-7
1050 POKE a,16#hl+h2• LET c-c+PE
EK a 1 LET a-a+1■ LET n-n+2
1060 IF a-31744+469 THEN PRINT "
Section 4 fl loaded"« LET a-32236
1070 IF a-32256+277 THEN PRINT "
Section **2 loaded"- LET a-USR "a
EBFED40CB4020013CFE01280801FEDFE
D40C84020013D32025B3A045B2108588
632045B3R055B21095B8632055BDDZ10
0583A015021005BBE26-
1140 DATA "47474FCB38CB38CB38CB2
1CB21C821CB21CB21DD09DDCBE096DDC
80096DDCB2096DD2100583R005B474FC
B38CB30CB38CB21CB21CB21CB21CB21D
D09DDCBE0D6DDCB00D6DDCB20D632015
BOD211F583R035B21025BBE2847474FC
B38CB38CB38CB21CB21"
1150 DATA "C821CB21CB21DD09DDCBE
096DDCB0096DDCB2096DD21lF583A023
B474FCB38CB38CB38C821CB21CB21CB2
1CB21DD09DDCBE0D6DDCB00D6DDCB20D
632035821005B3R0638474FCB38CB38C
B38CB21C021CB21CB21CB21093E00473
R075B4F09CB96210050"
1160 ORTA " 3A0458474FCB38CB38C83
8CB21CB21CB21CB21CB21093E00473R0
55B4F09CBD63A045B32063B3A055B320
75B3A055BFE002004015200C9FE1F200
4014C00C9FE0120052100381807FE1E2
04621025B3R043B965FCB7F2802ED44F
E002817FE012013FE02"
1170 DATA "202C7B21005B86FE01280
6FEFF2802181D3R0B5B8BFE00200RCB7
F28043EFF18023E01320B5B3A0958ED4
432095B3A045BFE002804FE1520003A0
85BEO4432083B010000C9■
1180 DATA "210F5B7E2322003B6F3CC
82600292929ED4B365C093E0832045B3
A003B32095B3A0R5B32085B3E0932055
B7E2322025B0732065B3A05333D20323
A045B3D20103A0E5B473A0C5B4F3A0R5
B810520FC320A3B2A005BC3037E32045
B3A0D3B473A093B8032"
1190 DATA “093B2R0258C3207E32055
B3R0C3B473A095B32075B3A0D584FC5C
DA47EC13A073B3C32075B0D20F13A005
B3C32085B0520DD3R065BC3307EB0402
010080402013A8E5CEEFF473A8O5CA04
73R0B5BE6F86F3R075BFEC0D01F1F1FE
61F67CB1CCB1DCB1CCB"
1200 DATA "1DCB1CCB1D3E58B4673A8
E5CA6B0773A075B47E607F64067781F1
F1FE618B467781717E6E06F3R0B58471
F1F1FE61FB36FEB219C7E70E6074F060
009461A21065BCB462803B012C92FB02
F12C9"
1210 DATA "3F3F3F3F3F3F3F3FFCFCF
CFCFCFCFCFC3C7EFFFFFFFF7E3C3C7E7
F7F7F7F7E3C3C7EFEFEFEFE7E3C007EF
FFFFFFF7E3C3C7EFFFFFFFF7E00007E7
F7F7F7F7E3C007EFEFEFEFE7E3C3C7E7
F7F7F7F7E003C7EFEFEFEFE7E00"
2000 LET xx-<256-8*xs*LEN P«>/2
2010 POKE 23306,xx 1 POKE 23307
POKE 23308,xs 1 POKE 23309,*8'
POKE 23310,8
2020 LET u-LEN *>*■ FOR n-1 TO w
POKE 23310+n,CODE P*<n)> NEXT n
■ POKE 23311+u,255
2030 LET u-USR 32256' RETURN
1080 IF a-USR "a"+88 THEN PRINT
"Section #3 loaded"- GO TO 1110
1090 IF n>LEN h« THEN CO TO 1020
1100 CO TO 1030
1110 IF c-79688 THEN PRINT "Imt
ialization ok"> PAUSE 100- RETUR
1120 PRINT FLASH 1 i "WARNING<"j F
LASH 0j" There is an error in
one or more of the DATA state¬
ment*. Do not try to execute the
Pro9ram, since this may cause a
System C rash."' STOP _
1130 DATA "3A005BFE14280A01FEFDE
D40CB4020013CFE01280A01FEFBED40C
B4020013D32005B3A023BFE14280A01F
SINCLAIR PROGRAMS December 1983
79
13 REM
15 LET G=0
16 LET S=0
20 LET L=16
£2 LET C=15
30 LET A=6
32 LET B~lh
37 CL3
40 PR I NT RT 2 / 8 ; " < 2* l sP ^monster-
r< 2* i sp >«'
50 PRINT RT 4/2;"YOU RRE INSID
E fl DRAGONS LAIR. IT WILL CHASE
YOU THROUGH THE LAIR BUT IT MIL
L DROP ITS TREASURE.PICK IJ
P ITS TREASURE*. >IF YOU MOVE IN
TO THE BLOCKED EXIT(e) IT WILL
NOT SENSE YOU."
60 PRINT AT 18/17;"7";TAB 7; "U
SE KEYS=5+8";TAB 17;"6"
70 PAUSE 46000
80 PRINT AT 0/0;"TREASURE®
HIGH- 11 ; G
90 PRINT "< 31*93. >"
100 PRI NT " < 9h : 14* l sp •9h : 14*l sP
«9h > "
i5P ; isp ; 9h • 3. sp : 9h : 1 sp • 9h ; isp = 9h !
i sP«9h : isP=9h : i sp •9h >"
17G PRINT "<9h : 9 *i sP : 9h : 3*isP : 9
h : isP•9h : 3*isP ! 9h ! 9*lsp^9h>"
180 PRINT "< 9h : lsP : 7*9h : l sP : 9h*
9 *i sP • 9h ! isp : 7*9h is? ■ 9h >"
190 PRINT "C 9h : 9*isP ! 9h : isP : 7*9
h : isp : 9h ; 9 *i s? •9h>"
200 PRINT "< 9h ! i sP ; 3*9h*isP *3*9
h-isP : 9h : 2* isp-5*9h-2*isP 9h-isP
: 3*9h is?• 3*9h : isp : 9h >"
210 PRINT "<9h-13*isP : 9h : ie : 9h :
13*isP : 9h >"
220 PRINT "<9h•xsP ^ 5*9h*5*isP•9
h • isP • 9h : isP = 9h : isp • 9h ■ 5*isP • 5*9
h : isp 9h:*"
230 PRINT M <9h isp-3*9h•3 *i sp•3
*9h •• l sp • 9h • 5* i SP • 9h * i sp • 3*9h •• 3* i
sp : 3*9h : isp *9h>"
240 PRINT "< 9h ; 29*lsP : 9h >"
250 PRINT "<Oh * 1SP•3*9h* 3*isP * 3
*9h i sP : oh = 5 *i sP =Oh ! isP : 3*9h•3 *i
sp-3*9h•isP oh> M
260 PRINT "* oh * 13*isP *3*9h ; 13*l
sp : 9h>"
110 PRINT "< 9h -is? ■ 6*9h•isP•5*9
h : isp•O h•isp : 5*9h : isp• 6*9h ! isp »o
h > "
120 PR I NT M f. 9h * 14*isP : 9h f 14*i sP
: 9h > “
130 PR I NT " (. 9h : 1 sP ! 9h : i sp : 9h ** l s
p : 9h : 3.sP ; 9h : isp * 9h ! isp * 9h ; isp : 3*
Oh : isP : 9h : i sP f 9h : i sP : 9h : i sP•9h : i
sP•9h ! isp : 9h«isp ; 9h)"
140 PRINT "* 9h : i sP : 9h r l sp : 9h : i s
p•9h : i sp : 9h : isP : 9h 5 isp * oh «isp * 3*
i sP : l sP s 9h • i sP : 9h ! l sp - 9h 1 l sP 5 9h :
1SP : oh : 1SP : 9h : lSP : 9h >"
150 PRINT "<9h s isP s 9h ? isP-9h : is
p ? 9h : 3. sP ; 9h : l sP * 9h : i sP : 9h * i sP 1 3*
i sP : i sP • 9h : l sP : 9h : i sP : 9h : l sP ! 9h :
i sp*9h : 3sP *9h is? •9h> "
160 PRINT "< oh ; i sP : 9h ! lsP•9h ! is
P : 9h : isP : 9h 5 lsp•9h-isP r 9h : isP * 3*
270 PRINT "<9h•isP J 3*9h : 3*isP 1 3
*9h *isP•9h=isp : 3*9h «isp * 9h *isP *3
*9h ; 3*lSP *3*9h*lSP : 9h>"
280 PRiNT "<9h : 13*lsP ; 3*9h =13*i
sp• 9h>"
290 PRINT "< 31*9a >"
300 REM MOVE MAN
310 LET LI“L
320 LET C1=C
340 LET L-L+<. INKEY$- ,, 6" >-< INKEY
350 LET C*C+C INKEY9 3S,, 8 11 >-< INKEY
$="5">
355 PRINT AT L/C;
360 LET Q-PEEK CPEEK 16398+256*
PEEK 16399>
370 IF QOB THEN GOTO 300
375 LET C-Cl
380 LET L=L1
Y OU ARE trapped in the deadly
maze which is the Werewoif
Lair and the werewolf is on
your trail. Avoid him for as long as
possible and try to collect all the trea¬
sure he drops. If you hide in the door¬
way marked “E” the werewolf will not
be able to sense you.
Written for the 16K ZX-81 by Neil
Stevens of Shoreham-by-Sea, Sussex.
SINCLAIR PROGRAMS October 1983
'7/7/
T V
s
;v
•4.:.
A\V
S®
!/ ;
Hsa
IV*
V. ►
vfill
W
'/ V
l!
*
a. u
M
Wd*-
390
IF 0=11 THEN GOTO 9000
640
LET B=B1
400
IF 0=151 THEN LET S=S+1
680
PRINT RT Rl/Bl;"<i*)";RT R/
410
PRINT RT Ll/Cl;"<isP>";flT L
B; "
i ii
/ C; "< io>"
690
IF 6/5=1NT < S/5 ) THEN PRINT
500
REM MOVE MONSTER
RT 0/10;S
510
LET R1=R
700
IF L< >13 OR 0015 THEN GOTO
520
LET B1=B
300
520
LET R=fi+< R<L >-<R >L>
710
IF INKEY$< >"" THEN GOTO 300
540
PRINT RT R/B;
720
GOTO 700
550
LET Q=PEEK <PEEK 16398+256*
9000
PRINT RT Rl/Bl;"<i*)"
PEEK
16399>
9010
FOR F=1 TO 18
560
IF 0=180 THEN GOTO 9000
9Q20
PRINT RT L/C;"<9s)"
570
IF flOfil RND 008 THEN GOTO
9030
PRINT RT L/C; ,, <9d) M
6S0
904Q
NEXT F
580
LET fl*fll
9050
PRINT RT 21 / 8; “< 99 5 9f‘ : isP )9
590
LET B=B+< B<C >-< B>C >
ot yer( isP ’9f ; 99>"
600
PRINT RT R/B;
9060
IF S>G THEN LET G=S
610
LET GNPEEK <PEEK 16398+256*
9080
GOTO 16
PEEK
16399)
9900
SAVE "MUNSTEr"
620
IF 0=180 THEN GOTO 9000
9910
REM "BY NEIL STEVENS"
630
IF 008 THEN GOTO 680
9920
RUN
SINCLAIR PROGRAMS Oc/o^r /9&?
49
F LITE is an addictive dodge ’em
game. You must avoid the deadly
heat-seeking missiles heading for
you and at the same time you must try
and hit an enemy target to gain points.
Flite was written by Peter Davies of
Streatham, London for the 16K Spec¬
trum.
10 FOR n=0 TO 15- PERL) a POKE
USR "a"+n,a ; NEXT n
20 DATA 0,62,0b,127,3b,127,85,
62,0,62,127,127,127,127,127,62
2b BORDER 1' PAPER 6' CLS
30 PRINT INK 9;" DODO
ER", " '"Dod9e the INK 5;"<9a>
INK 9,"'s and the INK 4
"i INK 0;"'s"'''"Hit the INK
2; "< 9h )"; INK 0;"'- s to score Poi
rts"'''"Control Keys UP.
" /M DOWN.
40 LET hs-0- LET mx-INT <RND*2
0 >+6 : LET my=20
44 PRINT AT 21,0; INK 0;" PRE
SS ANY KEY TO START"- PAUSE le3
4b CLS - LET s=0- LET 1=3
b0 FOR n=l TO 100
5b LET x=l+INT <RNP*3l»* LET y
-t+INT <RND*20>
66 IF SCREENS <y,x>=“" THEN 0
u Tu 55
70 PRINT AT y, x; INK 2;“<9a>"-
NEXT n
60 FOR n-1 TO 20
85 LET x-l+INT (. RND*31 >• LET y
=1+INT <RND*20>
SO IF SCREENS <y,x>="" THEN G
o to es
100 PRINT AT y,x; INK 3;"<9a>">
NEXT n
110 PRINT AT 21,6;"SCORE “;s;RT
21,12; "LIVES >»";AT 21,23; "HI
";hs
115 PRINT AT 21,18+1;" "
120 LET x=0- LET y=0
130 IF SCREENS <y,x>="" THEN G
0 TO 200
150 PRINT AT y,x;">"
155 GO SUB 40Q
160 IF INKEY$="7" THEN LET y=y
+<y<20>’ LET 7=1- GO TO 190
178 IF INKEY*-"i“ THEN LET y=y
-< y>0>- LET 7=0= GO TO ISO
180 LET x-x+1- IF x=32 THEN LE
T x=l' PRINT AT y,31;" "- GO TO
130
185 LET 7=2
190 PRINT AT y+< 7=0 >-< 7=1 ), x-< 7
=2>;" "« GO TO 130
200 IF ATTR <y,x >-48 THEN GO T
0 150
205 IF ATTR <V,xX>50 THEN GO
TO 210
206 LET s-s+10- IF a/1000-INT <
s/1080> THEN GO TO 300
207 PRINT AT 21,6; S’ BEEP .01,2
0 ! GO TO 150
210 PRINT FLASH 1;AT y,x;"<9a)
FLASH 0' PRINT AT 2l,l7+l;" "
» LET 1=1-1- IF 1=0 THEN GO TO
248
220 BEEP .01,0- GO TO 120
240 IF hs<s THEN LET hi=s
250 PRINT AT 21,26;hs
260 PRINT AT 11,8; FLASH l; INK
3; "Another Go ? <yxr»>"
270 IF lNKEYS="y" THEN GO TO 4
5
275 IF INKEYS-"n" THEN STOP
280 GO TO 270
300 RESTORE 328• FOR n=l TO 16'
READ a' BEEP .l,a= NEXT n
310 CLS ' GO TO 50
320 DATA 0,12,2,10,3,8,4,7,7,4,
8,3,18,2,12,0
490 IF my<20 THEN PRINT AT my +
l,mx;" "
401 IF SCREENS <my, mx>=">" THEN
GO TO 210
405 IF SCREENS <mv,mx>«"" THEN
LET mx=RND*20+6 1 BEEP .01,40- L
ET my =20• RETURN
410 PRINT AT my , mx; INK 4
LET nry-mv—l
420 IF my=0 THEN PRINT AT my+1
,mx;" LET mx=»RND*20+6 - LET my
=20: RETURN
420 RETURN
SINCLAIR PROGRAMS January 1984
27
EVERAL SKIING
programs
have been included in Sinclair
Programs previously but Slalom
is faster than any of them and includes a
variety of ski runs and difficulty levels.
A course is displayed, including five
gates. Reach the bottom as quickly as
possible, bearing in mind that failing to
go through a gate will incur a time
penalty.
Move left with 5 and right with 8.
Those keys allow you to travel down¬
wards at any of seven angles and skill is
needed to move in the proper direction.
Written for the 16K Spectrum by
Neil Slater of High Wycombe, Buck¬
inghamshire.
5 INK o- paper ? border
40 DATA y>2wl .■ 33,6, 125,33,0,08
, 1,255,2,221,126,0/118,17,1.60,2
37 . 176.201
50 FOR 1-22631 TO 32053
60 READ x POKE l,x
70'NEXT l
*0 DATA 1.33,31,125,102,46,0,1
7,8,0,228,213,265,181,3,208.22b,
175.237.82.40.244.201
83 FOR J>1 TO 21' PRINT " <2
*1SP'193> <193
•2*isP> "• NEXT 1
85 PRINT RT 9,9;"<14*isP>";RT
11, 9 ) “<14*isP >"
86 PRINT RT 10,10;"PRESS R KEY
110 RANDOMIZE USR 32001’ RANDOM
I2E USR 32032
115 IF INKEY90"" THEN 00 Tu 10
120 NEXT I
130 FOR 1^63 TO 56 STEP
E 32000,1
140 RANDOMIZE USR 32801
IZt USR 320:32
145 IF INKEY*<
RANDOM
THEN 00 TO 18
150 NEXT I
160 GO TO 10O
180 POKE 32631,1
190 INK 0’ PRPER 0 ! BORDER O’ C
LS
200 INPUT "COURSE NUMBER' M ;R’ R
ANDOMIZE R
210 INPUT "DIFFICULTY-";DF
215 IF DF<2 THEN 00 TO 2!Q
220 INPUT "CONTROLS ARE 5-LEFT,
8-RIGHT PRESS ENTER.
LINE R*
230 DIM F<5 • ’ FOR I-l TO 5
240 LET F<I>»1NT <RND*236>+4 1
F 1-1 THEN LET X-100' 00 TO 260
250 LET X-F<1-1>
260 IF RBS <F< I >-X>M>F*5 THEN 0
0 TO 240
270 NEXT I
280 DIM fl< 7 > : DIM B<7*>- FOR 1 = 1
TO 7’ READ fl<I>,BCI>■ NEXT I
290 DATA -6,-l,-4,-1,-2,-2,0,-3
,2,-2.4,-1,6,-1
300 LET T-0’ LET X-110' LET Y=1
75
310 LET D-4
320 FOR 1-1 TO 5
330 PLOT F<1>,175-1*20’ DRAW 0,
8' DRAW -3,-2’ DRAW 3,-1 PLOT F
<I>+16,175-1*36 DRAW 0,8 tfiAU
-3,-2' DRAW 3,-1
340 NEXT I
350 PLOT X,Y
360 PRINT AT 0.ft;"TIME-0"
1520 IF X>-F<Q> AND X<-F<QHl6 T
HEN POKE 32031,2- RANDOMI2E USR
32032- RETURN
1530 BEEP .2,-3’ BEEP .3,-5' LET
T-T+30- RETURN
2000 FOR G-l TO 20 FOR 1-8 TO 5
6 STEP 8- POKE 32000,1' RANDOM12
E USR 32001• NEXT I• NEXT G
2010 PRINT AT 0, 17.i rt TIME-";T;" U
NITS"
2028 INPUT "SAME COURSE ? "i LIN
E A* LET flS-CHR* CODE AS- IF A*
- M Y" THEN RESTORE 200' PAPER 0
BORDER Q CL3 ' RANDOMIZE R' CO
TO 220
2030 POKE 32031,6- RANDOMIZE USR
32032' RUN
370 LET N-145 : POKE 32000,56 R
ANDOMIZE USR 32001 BEEP .5,2©
380 PAPER 7 BORDER 7
1000 LET D-D-K INKEY*’*“8" AND £X.7
>-<INKEY*-"5" AND D>1>
1010 IF X+fKD»255 OR X+fKDXl T
HEN LET D-4
1620 IF Y+B' DX=N THEN CO SUB 15
00
1030 LET T-T+l- PRINT AT 0,b;l
1040 DRAW R<D>,B<D> 1 LET X-X+A<D
>• LET Y—Y+B< D >
1050 GO TO 1000
1500 LET N-N-30 1 IF N—30 THEN G
0 TO 2000
1505 LET Q-< 175-NV30-1
1510 IF N<0 THEN LET N-0
58
SINCLAIR PROGRAMS November 1983
Complete your computer
KELWOOD SOUND POWER BASE
has all the ‘basic bits’ that Sinclair left off.
• Fully adjustable sound amplification \ \ t ^ / / /
• ON-OFF re-set switch , \ Mil )V )v /
• LOAD/SAVE switch UJ \ f H /r/*
• Angled stand ■vJ/T/ * [JJ J / //■/ /
9 Does not take up any extra space
• AJI wires included 9 Saves wear
and tear on connections 9 Gives ^
distinct click with each key ^ ^
depression 9 Amplifies ^
all sound on program s&r
and on cassette ®
9 Does not need L x ^
batteries XN. n^ n
• Does not interfere , ^
with inside of 0 <
Spectrum or any other \\ %
add-ons 9 No soldering «
required, simply plugs in A \
REF SPBI £19.90
Standard Power Base without sound .
SPECTRUM REF PBSI £13.50 ^ ^
ZX81 REF PBZXI £13.00
For the above with cool-it units included please add £5.05
assssr
Re f WSZX C975_
Desk top model
RetCWI £49.00
' Legs Ret LCW £11.00
CREDn CARD
HOTUNETEL:
(0709)63242
8am-10 pm Items underdo plus 60p
Items over d0 plus 95p P
_ _ Workstations plus £3 P&P
KELWOOD COMPUTER CASES Downs Row, Moorgate, Rothertiam
Name
OUANTITV
AMOUNT
TOTAL
f AJI prices
include VAT
fK*» : ► 11 | ili'l 7 i 1 ■ ’ • • r>‘ a - ►
[l.f 1 }yt.l |l 1 »
I': ► "^11 :.Il ^ ’
• : ► IV ► *.ir . I .
SINCLAIR PROGRAMS April 1984
-*r,l
--
Muummmuummuuumummmuummmmmumumummumwm |
To Sinclair Programs ECC Publications, 196-200 Balls Pond Road, Islington,
^ London N1 4AQ
Name. JT
Address.
I enclose cheque for £_for_copies of The Best of Sinclair Programs ’84.^r
Make cheques payable to ECC Publications.
Please charge my credit card: Card name_ f
Number_ Jr
cascade
THE
FABULOUS
-. - y.' It is impossible to
• ' * tell you everything
about the 50 games on
CASSETTE 50 but they include
many types such as maze, arcade
missile, tactical and logic games,
to suit most tastes in computer
game playing.
CASSETTE - 50 will appeal to
people of all ages and the games
will provide many hours of
entertainment for ail the family at
a fraction of the cost of other
computer games. •.
EXPRESS DELIVERY
ORDER NOW
VALUE that's
out of this world
50 GAMES ON ONE CASSETTE
DRAGON 003 ab Spectrum ' popple ATARI ORIC-1 ZXBI . VIC'S!)
Please send me by return of post. Cassette 50 at £9.95
per tape. I enclose a cheque postal order for
I ~r made payable to
Cascade Games Ltd.
Name-
Address _
- Post Code_
Country _
I Dealers & Stockists enquiries welcome.
SPECTRUM F
ORIC 1
] 2X81 r
1 V| C 20 [
BBC AS [I
DRAGON [
J ATARI L
J flPPlE L
Cascade Games Ltd-
Suite 4. 1 - 3 Haywra Crescent. Harrogate.
North Yorkshire. HG1 5BG. England.
Telephone: (0423) 504526.
CO A Q A I
10
SINCLAIR PROGRAMS April 1984
Y OUR AIM is to succeed in
pleting the fifth level of Quasi¬
modo and thus to reach Esmer-
elda. On the first three levels you must
jump the barrels and the holes to ring
the bell. On the fourth level, swing
down the rope, jump the barrels and
ring the bell. On the fifth level jump the
barrels and climb the ropes until you
meet Esmerelda. The faster you com¬
plete each level the more points you will
score.
Written for the 16K Spectrum by Ian
Maddock of Stockport, Cheshire.
SINCLAIR PROGRAMS November 1983
19
b go sub 9000
6 LET hs=0
10 GO SUB 5000
20 IF 1-1 THEN GO TO l«0O
21 IF 1“2 THEN GO TO 2000
22 IF 1=3 THEN GO TO 3000
23 IF 1=4 THEN GO TO 4000
24 IF l“5 THEN GO TO 4500
1O00 BORDER 5- PURER 5- INK 0- C
LS • PRINT NT l,29;a*;AT 2,29;b*
• NT 3,29;c®
1010 PLOT 243/156■ DRAW 0.-44
1015 FOP z-9 TO 11* PRINT FIT z,0
; INK 4; "< 4* l *P • sP •5*lsP • *P • 5*is
P -sP -btisP sP OTisP sP ’3*isP >" *
NEXT -
1020 FOR z=11 TO 21- PRINT AT z,
O; INK 4; "<32*lsP >" ' NEXT z
1030 PRINT AT a,b;"f"
1040 PRINT AT 0,0; ,7 5CORH -i»c
105O PRINT AT 0.12; M HI-SCORE ";h
s
1052 PRINT AT 21,0; PAPER 4;"LIV
ES "; l iv<?f
1053 PRINT AT 4,0;"LEVEL ";l
1.355 BEEP .1/10
1W60 FOR c-30 TO 0 STEP -1
1061 LET bo-bo-10- PRINT AT 2,0/
"BONUS "Jbo
1063 PRINT AT 0,6;SC
1064 PRINT AT a,b+l;" "
1065 PRINT AT a,b; "_f"
1070 PRINT AT 3/C; INK 3; "9"
1071 IF b>*30 THEN GO TO 9550
1072 PRINT AT 8,0;" "’ PRINT AT
7,0; INK 5; PAPER 5;"
100O LET b=b+< 1NKEYS*"P" AND b<3
0>-<INKEY*-"l" AND b>l)
1090 IF INKEY®-'" 1" THEN LET *=7-
LET b«b+2’ PRINT AT a,bAT
o + l,b-2;. LET 3=8’ PRINT AT 3
1095 IF c=b-2 THEN BEEP .05,20-
LET sc«sc+10
1100 PRINT AT a, b-1; M "• PRINT A
T 8/C+l;" "
1101 PRINT AT a-l,h;" "
1105
ft If
IF
3=7
THEN PRINT AT 3+1
, b;
1109
IF
1=3
THEN GO SUB 6900
1110
IF
b=c
THEN GO SUB I960
1111
IF
b=4
AND a-e THEN GO TO 7
200
1112
IF
3=6
AND b=10 THEN GO
TO
7200
1113
IF
3-8
AND b=16 THEN CO
TO
7200
1114
IF
3=6
AND h=22 THEN GO
TO
7200
4120 IF ATTR <a,b>=43 THEN GO TO
7009
4130 IF b-9 THEN LET *-13« LET b
-b+1- PLOT 76,156- DRAW 0,-80- P
RINT AT 8,B;" "
4140 IF b-25 THEN LET 3 * 8 * LET b
-b+1 PRINT AT 3,b;"f";AT 13,24;
" "« PLOT 203,156-"DfcAW 0,-88
4150 IF b>=20 THEN PRINT AT a,b-
1;" ";AT a.b;*^- GO TO 9950
4155 PLOT 203,156- DRAW 0,-68
4160 NEXT c- PRINT AT 13,9;" "•
GO TO 4069
4500 CLS - FOR 9-4 TO 20 STEP 4-
PRINT AT 9,0;"££££££££££f££££tfc
£££££££££££££££"; OVER 1;AT 9,0;
OVER 0 NEXT 9
4510 PLOT 243,24 DRAW O,16
4520 PLOT 12,56- DRAW 0,16
4530 PLOT 243,88- DRAW 0,16
4540 PLOT 12,128- DRAW O,16
4550 PLOT 234,144- DRAW 0,20‘ DR
RW 20,9 DRAW 0.-20- DRAW -20,0
4560 PRINT RT 2,30;
4565 LET 3.-19- LET b~l
457G BEEP .1,10 FOR c-30 TO 0 S
TEP -1- PRINT AT 0,0;"SCORE ";sc
/AT O, 12; "HI-SCORE ";hs;AT 8,0;"
LEVEL "; 1; AT 2,12; "LIVES Mivej
4560 PRINT AT 3 ,b; '1£" : AT 3 . b+1;"
“;AT 3 ,to-i;“ “
4583 LET bo=bo-10 PRINT AT 21,O
;"BONUS ";bo
4585 PLOT 234,144- DRAW 0,20’ DR
AW 20,0- DRAW 0,-20- DRAW -28,0
4598 FOR 9-3 TO 19 STLP 4 PRINT
AT 9 ,c; INK 3;"9";AT o,c+l;" ";
AT 9,0;" "• NEXT 9
4600 LET b=b+< INKEYS«*"P" AND b<3
0>-< INKEY*=" 1 " AND b.M )
4610 IF INKEY*="1" THEN LET a«a-
I- LET b=b+2' PRINT AT 3+1 ,b-2;"
";RT 3,b;^£l' FOR s-1 TO 2G- NE
XT s LET a=a+l• PRINT AT a-l,b;
" ";AT a,b;'X"
4620 IF ATTR <a,b>-43 THEN CO TO
7000
4630 IF c-b-1 OP c-b-2 THEN BEEP
.1,20 LET sc'ic*1O PRINT AT O
,6;sc
4640 IF 3-19 AND b-30 THEN LET 3
-15- PRINT AT 19,29;" "
4650 IF 3=15 AND b-1 THEN LET 3 -
II- PRINT AT 15,2;" "
4653 IF 3=11 AND b=30 THEN LET 3
=7- PRINT AT 11,29;" "
4656 IF 3=7 AND b-1 THEN LET a-3
- PRINT AT 7,2;" "
4659 IF 3=2 AND b=3Q THEN GO TO
1115 IF 3=8 AND b=2e THEN CO TO
7280
1116 IF 1-2 AND 3-8 AND b=? THEN
GO TQ 7200
1117 IF 1=2 AND 3=8 AND b=l3 THE
N GO TO 72O0
lilQ IF 1*2 AND 3=6 AND b»19 "THE
N GO TO 7209
1119 IF 1=2 AND 3-8 AND b-25 THE
N GO TO 7200
1120 NEXT c
1138 GO TO 1655
1950 RETURN
I960 IF ATTR <a,b>-43 THEN GO TO
7000
1999 RETURN
2000 PRINT AT 8,0;"
• PRINT AT 1
3,29;c*‘ PL
z
2030 PRINT AT a.b;^'
2040 PRINT AT 0,0;"SCORE -;sc
2050 PRINT AT 0,12;"HI-SGORE ";h
*
2052 PRINT AT 21.O; PAPER 4;"LIV
ES ";lives
2053 PRINT AT 4,9;"LEVEL ";l
2055 GO TQ 1055
3000 PRINT AT 0,0;"
";AT 1,29;a*;
AT 2,29; bS;AT 3,29;c*' PLOT 243,
156 DRAW 0,-44* FOR z=9 TO ID
PRINT AT z,0; INK 4;"<4*isP sP•2
*isP *sP -2*isP sP *2*i«P-sP•2*isP
*P -2*isP -sP-2 *isp *P’ 2*isP sP -2*
isP*sP*3*isP>"* NEXT z* FOR z=ll
TO 21- PRINT AT 2,0; INK 4;"<32
*isP>" • NEXT z
3010 PRINT AT 0,0;"SCORE ";sc;AT
0,12;"HI-SCQRE ";hs;AT 4,0;"LEV
EL “;l; AT 21,0; PAPER 4; "LIVES -
;lives
3020 FOR 9=4 TO 30 STEP 3‘ PRINT
AT 10,9;‘If";AT 9,9;"!"* NEXT 9
3030 PRINT AT a,b;"f"
3040 GO TO 1055
4000 CLS * PRINT AT 1,29; a*;AT 2
, 29;b®;AT 3,29;c«;AT i,24:a*;AT
2, 24; b*;AT 3,24;c®- PLOT 243,156
• DRAW 0,-44- PLOT 203.156
4005 PRINT AT l,0;a*;AT 2,6;bS;A
T 3,9;c®
4010 FOR z-9 TO 14- PRINT AT z,0
; INK 4;"< 9*isP-17*sP■6*isP >"- N
EXT z
4020 FOR 7-14 TO 21- PRINT AT 2 ,
8; INK 4; "<32$1SP>"- NEXT 2
4930 PLOT 203,156 DRAW 0,-88
4048 PLUT 76,156- DRAW 6,-88
4050 PRINT AT 0,0;"SCORE ";cc;AT
0,12;"HI-SCORE ";hs;AT 4,0;"LEV
EL ";l; AT 21,0; PAPER 4; "LIVES "
;l 1 ves
4060 PRINT AT 3,b;'XT' BEEP .1,1
0 FOR c=24 TO 9 8TEP -1
4065 PAPER 4
4070._ET bo“bo-1 0 PRINT AT 21.1
2;"BONUS “;bo
4075 PAPER 5
4O80 PRINT AT ?,b ; AT 3 , b+1;"
";AT a,b— 1 ;“ *;AT 13-c+l;" ";nT
13,c; INK 3;"9“
4O90 LET b=b+<INKEYS-"P" AND b<3
0>-<INKEY®-" 1 " AND b>!
4100 IF ?-S THEN IF INKEY®="1" T
HEN LET a-7- LET b=b+2 PRINT AT
8,b-2;" ";AT a,b;^£"- FOR v~l T
0 20- NEXT v LET 3-8 - PRINT AT
7,b;” ";AT 3,b;"f"
4105 IF a=13 THEN IF INKEYS-"1"
THEN LET a-12- LET b~b+2- PRINT
AT 13, b-2;" "; AT a,b;'X“' Fr - ,R
1 TO 20 NEXT v LET 3=13* PRINT
AT 12,b;" ";AT a,b;"^'
4110 IF ATTR <a,b-1>-43 THEN BEE
P .1,20- LET sc=sc+10- PRINT AT
0.6;sc
20
SINCLAIR PROGRAMS November 1983
9950
4660 NEXT c
4670 CO TO 4570
5010 BEEP 1.20- BEEP 1.17
5015 PRINT " '" CAN YOU R1NL T
HE BELLS"
5O30 PRINT PNC* SAVE ESMAR
flLDR?"
5040 PRINT '' TfiB 3.--P RIGHT"' TAB
3;"I LEFT"'TRB 3;"1 JUMP"• PAUS
E 100
5041 FOR 3=0 TO 704
5042 POKE 23692,255 PRINT "
NEXT 9.
5043 LET .>«»"3bc" • LET b*-" m "
LET
5044 LET 1-1- LET
5045 LET 3C-0- LET
5046 LET b-1* LET
5050 RETURN
6900 IF 3-8 AND b"7 OR 3=0 AND b
-13 OR 3-8 RNO b-19 OR 3-8 AND b
-25 THEN CO TO 7200
6910 RETURN
7000 IF 105 THEN PRINT RT 9,0;"
»• LET 3 = 8 ■ LET b=0 LET lives-1
ives-1• IF lives<1 THEN CO TO 71
00
7005 IF 1-5 THEN LET lives-live?,
-1- IP Uvca'.l THEM WJ TO 7 100
7010 BEEP .3,-20• BEEP .3,-21- B
EEP .3,-22’ GO TO 20
7100 FOR 9-1 TO IS- BEEP .3,-30-
BEEP .3,-31* BEEP .3,-32- NEXT
9 CLS
7105 PRINT RT 1G,7;"YOU SCORED "
;*c;AT 14,7;"HI-SCORE ";hs;AT
18,7;"YOU GOT TO LEVEL ";1;RT 2l
,2;"PRESS RNY KEY TO PLAY RGRIN"
7110 IF hs<sc THEN LET hs-sc• PR
INT RT 14,7;"HI-SCORE ";hs
7120 PAUSE O’ CLS • CO TO 10
720© PRINT RT 3+2,b; FLASH l;"f"
;RT 3,b; " "• CO TO 7009 ~
9000 CLS • FOR 3-OSR "3“ TO USR
"9"+7
9010 READ user DEEP .01,0- POKE
3 ,user
9020 NEXT 3 RETURN
9030 DATA 0,0,0,1,3,7,15,15
904O DATA 0,24,64+32+16+8+4+2,25
5,255,255,255,255
9050 DATA 0,0,0,128,128+64,128+6
4+32.128+64+32+16,128+64+32+16
9060 DATA 15,31,62,255,f3,0,0,0
9070 DATA eiN 11110000.BIN 1111!
000,BIN 11111100,255,0,0.0,0
9080 DATR 60,60,24,255,60,eIN 00
100100,BIN 01000010,0
9090 DATA 6,60,126,255,255,126,6
0,0
9950 PRINT AT 10,5; FLASH 1;"YOU
HAVE A BONUS OF ";bo FOR 9-1 T
0 15- BEEP .1,10- BEEP .1,5- HEX
T 9- LET l-l+l• LET se~sc+bo- LE
T bo-5000- LET 3-8- LET b=l• LET
c«0- IF 1=6 THEN CO TO 9960
9955 CO TO 20
9960 CLS • PRINT AT 0,6; FLASH 1
;"YOU SAVED ESMARELDA"• FOR m«0
TO 10- FOR 3-20 TO 35- BEEP .005
,3- NEXT 3- NEXT *
9970 LET 1=5- CO TO 7105
10 LL1 2=100
20 FUR L-l TO 10
30 PR INI '\SP 9f 9h>";
40 NEXT B
50 FOR b=0 To 28
60 PRINT AT 6,B;" >="
70 IF INKEY*<>"" THEN GOTO 110
0O NEXT B
90 LET 4=Z-5
100 GOTO 150
110 FOR D-5 TO 0 STEP -l
l>0 PRINT AT D.B+l;AT D.B+1
. . 4 * •*
130 NEXT L«
l4o LET 2=4-2
150 PRINT AT 6,B;"
160 FOR B=0 TO 29
170 PRINT RT 0,B;
180 IF PEEK <PEEK 16398+256*PEE
K 16399><>0 THEN GOTO 50
190 NEXT B
195 PRINT AT 0,0;"SCORE ";2;
200 PRINT AT 10, 1;"GAME*0VER PL
AY AGAIN? PRESS ANY KEY"
210 PAUSE 40000
220 CLS
230 RUN
SHOOTER
S HOOT all ihe boxes, without
missing any or going off the
screen. If you miss a box, two
points will be deducted from your score
and if you go off-screen five points will
be deducted. The maximum score is
100 .
Sharp Shooter was written for the
IK ZX-81 by Colin Baxter of Crawley,
SINCLAIR PROGRAMS November 1983
21
W E HAD a good deal of difficul¬
ty selecting a Spectrum piano¬
playing routine for the
magazine. Fourteen-year-old Tim Whit¬
taker of Cardiff faced stiff competition,
most notably from Paul Matthews,
before winning the nomination with his
clear and easily-mastered Spectral
Piano.
Whittaker has been programming for
two years, during which time he up¬
graded his machine from a ZX-81 to a
Spectrum. He is a completely self-
taught programmer as there has, as yet,
been no opportunity for him to study
computing at school. He wrote the pro¬
gram in one day, basing it on his knowl¬
edge of the piano. Once he has mastered
machine code he hopes to be able to
develop it further and give his Spec¬
trum the full capabilities of an elec¬
tronic organ.
When the program is RUN the
screen shows a section of keyboard with
keys which appear to move. Pressing
the appropriate key causes the notes
played to be raised or lowered by an
octave, giving a range stretching from
bottom C to top B. It is likewise very
easy to vary the length of the note—any
key from 1 to 9 will change it instantly.
All instructions are included in the
program. Capital letters in quotation
marks in lines 400 to 500 should be
entered in graphics mode. (16K Spec¬
trum).
10
GO SUB 1000
323 IF INKEY$="3‘
THEN LET ten=
14
FOR C =14-4- TO 151
. 3
15
FOR n =0 TO 7
324 IF INKEY $ = " 4-’
THEN LET ten =
15
REPO 3; POKE USR CHR$ C +n ,S
. 4
17
NEXT n: NEXT C
325 IF INKEY $ = '*5‘
THEN LET len=
IS
DPTP 35,15,15,15,15,15,
7 y £»
, 5
19
DPT ft 24-0.. 24-0,24-0,24.0,240.24-
326 IF INKEY$="S *
THEN LET len =
0,224- , 123
»t-
20
DPT P 15,15,15,15,7,0,0,
0
327 IF INKEY$="7'
THEN LET len =
21
DPTP 240,24-0 , 240,240,224,12
. 7
e. , 128,12S
323 IF INKEY$="S*
THEN LET len =
22
DPTP 128,128,328,128,128,25
. 3
5,128,128
329 IF INKEY$ = "9 *
THEN LET len =
23
DPTP 8,0,0,0,0,255,0,0
. 9
24-
DPTP 128,123,255,123,128,12
340 INK 7; PPPER
2: PRINT PT O,
S , 123.- 123
20; “Length **; ten; ’
*•
25
DPTP 0,0/255,0,0,0,0,0
350 PRINT PT 16,9
> " t PT 17,7)&
30
PPPER 2: BORDER O: CLS
5 ; " C"
4-0
rem variables
400 INK 0: PPPER
7: IF INKEY$=“
4-3
\ r-T =
a** THEN PRINT PT 14/3; "EF": BEEP
4-2
LET ten=.3
ten,8+o: PRINT PT
14,3;"GH"
4-3
LET 0=0
410 IF INKEY* = "V
THEN PRINT PT
100
REM Keyboard
11/9;"ftB": BEER len,l+D: PRINT
135
PPPER 7
PT 11,9 ;"CD"
110
FOR n=& TO 21: FOR *=7
TO 1
420 IF INKEY$="S"
THEN PRINT PT
4
14,10;“EF": BEEP
ten,2+0; PRINT
120
PRINT PT P/,n;" "
PT 14,10;“GH"
130
NEXT Iff : NEXT D
430 IF INKEY$="e"
THEN PRINT PT
14-0
INK 0. PLOT 54,51; DRPU* 111
11,11;"PB"; BEEP
len,3+o; PRINT
,0
PT 11,11; •'CD-
150
FOR n =54 TO 152 STEP 15: PL
440 IF INKEY$="d"
THEN PRINT PT
DT n ,
56: DRPLJ 0,63: NEXT n
14,12;"EF": BEEP
ten,4+0: PRINT
5.64?
FOR n=9 TO 20 STEP 2 : FOR 3)
PT U,12;"GH”
-7 TO 10
%
450 IF INKEY$ = "r
THEN PRINT PT
170
IF n=13 THEN NEXT n
14,14;"EF"; BEEP
ten,5+0: PRINT
130
PRINT PT «,n ;'B": REM
S S*
PT 14,14;
shifted 5
460 IF INKEY$=" t"
THEN PRINT PT
120
NEXT ®: PRINT PT M ,n; "CD" :
11,15;“PB": BEEP
ten, 6+0: PRINT-
REM ® CD
PT 11,15;“CD-
200
NEXT n
470 IF INKEY$="g"
THEN PRINT PT
300
REM notes
14,16;"EF"; BEEP
ten,7+0; PRINT
310
IF INKEYS="i THEN LET
o = — 1
PT 14,16;"GH"
2: LET a$="bOtto*"
430 IF INKEY$=y"
THEN PRINT PT
315-
IF INaEY$= O” THEN LET
O =0:
11,17;"fiB”: BEEP
ten,S+o: PRINT
LET
a$ = "D)i dd l e ’■
PT 11,17;"CD"
320
IF INKEY $="p " THEN LET
O =12
435 IF INKEY$="h"
THEN PR TNT PT
: LET 3$=" top"
14,13,“EF": BEEP
ten ,9 i-O : PRINT
321
IF INKEY$ = "1" THEN LET
l en =
PT 14-, 13; "GH"
- 1
490 IF INKEY $>="U”
THEN PRINT PT
322
IF INKEY $="2" THEN LET
l en =
11,19;"PB": BEEP
ten,10+0: PRIN
.2
T PT 11,19; "CD"
30
SINCLAIR PROGRAMS June 1983
SOO IF INKEY $="j" THEN PRINT R*r
14- s 20; "EF" : BEEP ten,11+0 PRIi
T RT U,20; *' GH *'
600 GO TO 300
1000 PAPER 2: CIS : PRINT INK 7;
AT 0.,7; "Speclrat Piano".; OVER l:
INK 7; RT 0,7;" _"
1005 LET n $ = "A5DFGHJ"
1010 LET 1=1: FOR n=7 TO 20 STEP
2: PRINT PAPER 7; INK 0;RT 10, R
; n $ < U ; LET 1=1+1; NEXT n
1020 LET n$s"UETYU"
1030 LET 1=1: FOR n=8 TO IS STEP
2: IF n =12 THEN NEXT n
2 04-0 PRINT PAPER 0; INK 7;RT 8 ,o
; LET 1=1+1; NEXT n
1050 PRINT RT 5,0;"USE THESE KEY
S",* RT 11,7; "f;AT 12,3; "MIDDLE O
middle C TO B,.to obtain the
sharps and fiats press any of
the keys displayed in white on
black.”
1110 INPUT "press enter when rea
dy 2 $
1120 PRINT INK 7; AT 14-,®;**S.p at
so has a function to altertbe oc
lave you are playing in, and a
function to change the length
of a note.
1 -If at any time durin
g playing you wish to change
octaves just press key 0 to get
the octave starting at hotter/?
C,key Bto get the middle C oct
aye and a to get the top G octav
1 1 30 INPUT "Press enter yhe n rea
dy 2 $
114-0 PRINT INK 7; RT 2,0; "2. -if a
t any time during playing you mi
sh to change the duration of the
notes you are pressing press a
ny key fro® 1 TO 9.The higher
the number the longer the not
e
1150 FOR n =15 TO 21; PRINT RT n ,
NEXT n: REN 32
119© INPUT "Have you underst ood ?
fy✓n) ,, ;z$: IF 2$o ,, y" THEN GO TO
1000
1200 RETURN
9998 PRUSE 0
9999 PAPER 7; INK 0; BORDER 7; F
LASH 0: CLS
1060 PRINT RT 4-,20; “octave keys"
. PRINT RT 6,22; “B ® 3“
1070 PRINT RT 2,2;"Length of not
e in frclions";AT 3.4;"of a seco
nd"; rt 4-, i.: " a.@-5 Q -S-S-S,g-B"
2030 PRINT INK 7; RT U,@;“spectf
el Piano is a computer versic
r> of a piano.Once you knowhow it
works you will soon be trying
to play your own tunes."
109O INPUT “When ready press eni
e r z$
1100 PRINT Ot-'ER 1; FLRSH 1; PRPE
=> 7; RT 12,3;" "; FLRSH 0:
OVER 0; PRPER 2; INK 7; RT 14-,0.
"The keyboard is set out like
that of a real piano.By press in
gtbe keys R TO U Ion the second
row up>you will get a note from
31
SINCLAIR PROGRAMS June 1983
C ATCH the apples in your basket
as the windfalls fall from the
trees. Beware, because Farmer
Haynes is on the prowl and if he catches
you he will have your guts for garters.
Windfall was written for the 16K
ZX-81 by Nicky Thorpe, aged 14, of
Ashford, Kent.
1 REM "RPPLE"
2 LET Y=13
3 LET 2-0
10 PRINT AT 0,10;" <4*i£P> "
20 PRINT AT 1,10;" <6*isP> "
'>0 PRINT AT 2,10;‘\8*isp>"
40 PRINT AT 3,10;" <.6tisP> "
50 PRINT AT 4,10;" <4*isP> "
60 PRINT AT 5,10;" <2*isP>
M
70 PRINT AT 6,10;" <2*isP>
M
80 PRINT AT 7,10;" <2 *l*P>
•«
9«3 PRINT AT 0,10;" <2*isP>
•I
95 PRINT AT 8,0; "<.32*9^"
36 PRINT AT 21,0;'X32*isP >"
110 PRINT AT 4,11;"*"
120 PRINT AT 4,16;"*"
130 PRINT AT 3,10;"*"
140 PRiNT AT 3,17;"*"
141 PRINT AT 9,0;'*< isP'30*sPis
p
142 PRINT "CxsP*30*SP•isP>"
143 PRINT isP ■ 30*sr • xsP >"
144 PRINT "(xsP■O0*sP'isP
145 PRINT isP-20*SP • isP >*'
146 PRINT "( isP : 30*sP : isP >"
147 PRINT "<isP-30*sP•isP>"
148 PRINT "< isP >30*SP• isP >"
149 PRINT "<i£P'30*sPisP>"
150 LET X=20
151 PRiNT "< isP *30*sP ' isP >"
152 PRINT "<lsP : 30*sP' xsP )"
153 PRINT "CisP=30*sP•isP>"
134 LET A-INT <RND*10+e>
156 LET B=10
157 PRINT AT B,A;"*";AT B-l,fl;"
II
158 LET B=B+1
170 IF INKEY*-"5" THEN LET Y=Y-
1
106 IF 1NKEY*=“8" THEN LET Y*Y+
185 IF B=X AND A=Y+i THEN GOTO
300
186 IF B=X AND A=Y+2 THEN GOTO
30ft
190 IF Y<1 THEN LET Y-Y+l
192 PRINT AT 19,8;"
II
200 IF Y>26 THEN LET Y~Y-l
205 IF B~2l THEN GOTO 400
210 PRINT AT X,Y;" (9u>94 > "
220 GOTO 157
2O0 LET Z-2+5
305 PRINT AT 0,0;"SCORE*";2
310 GOTO 154
400 CLS
410 PRINT "YOU DROPPED AN APPLE
N
411 PRINT "AND THE FARMER GUI Y
OU. "
413 PRiNT
415 PRINT "YOU SCORED ";2
420 PRINT
430 PRINT "DU YOU WISH TO PLAY
AGAIN ?"
435 PRINT
437 PRINT " <Y> OR <N> "
440 IF INKEY$“"Y" THEN GOTO 500
450 IF 1NKEY*="N" THEN GOTO 600
460 IF INKEYSO"" THEN GOTO 440
470 GOTO 440
500 CLS
510 GOTO 1
600 CLS
610 PRINT AT 10, 10; "ok 9oodb*e"
620 STOP
62
SINCLAIR PROGRAMS January 1984
-Mi 22 23 30QB3X
3003 LET QW-RND**RND#*RND
3005 PRINT AT Y*2,XK2+3;"O"
3010 LET X-X-KCS-"-" OR CS-"/")
3020 LET Y-Y-<C*-"I" OR CS-’V")
3030 PRINT AT Y*2,X*2+3;"(SraPhi
c fi>"
3040 IF X=9 AND Y-l THEN GOTO 6E
3050 GOTO 2E3
5800 PRINT RT 20,0;"I WIN THIS G
AME
5010 GOTO 9999
6000 PRINT RT 20,0;"YOU WIN THIS
GAME
9999 STOP
A NDREW KEY of Witney, Ox¬
fordshire, sent Diagono, this in¬
triguing man versus computer
routine for the 16K ZX-81. In concep¬
tion, it is a kind of low-tech version of
our Program of the Month, requiring
you to move the graphic A across the
board from 0 to 0, the loser being the
player who is forced to play into the top
right-hand corner. You may move up
(I), across (-), or diagonally (/), illegal
moves being rejected.
As listed, the game is not too difficult
but it will certainly interest readers
exploring man/machine interaction.
Lower-case letters in brackets are graph¬
ic instructions.
100 PRINT "D1RG0N0",, "-"
1000 FOP N-l TO 9
1010 PRINT TRB 5;"O-O-O-O-O-Q-O-
O-O"
1020 IF N<9 THEN PRINT TRB 5;"I/
I/I/I/I/I/I/I/I"
1030 NEXT N
1040 PRINT RT 2,21;"<inverse 0)"
1050 LET Y-9
1060 LET X*1
2000 PRINT RT Y.T2, X#2+3; "< 9raPhi
c R>"
2010 PRINT RT 20,0;"YOUR MOVE?..
.<I,/,-)"
2020 INPUT MS
2030 IP MS< >"I" RND MS<>"/" AND
MS< " THEN GOTO 2020
2040 IF <<MS*"-" OR M*-"/"> RND
X-9) OR (CMS-"I" OR MS-"/"> RND
Y-l) THEN GOTO 2020
2050 LET NX—X+< MS^"-" OR MS-"/")
2060 LET NY*Y-(MS* - "I" OR MS-"/")
2070 PRINT RT Y*2,X*2+3;"0"
2080 LET X-NX
2090 LET Y-NY
2100 PRINT RT Y*2,X#2+3;"< 9rsP hi
c fl)"
2110 IF X-9 AND Y=1 THEN GOTO 5E
3
2125 LET CS-"0"
2130 IF X<9 AND Y>1 RND <MS-"-"
OR MS-"I"> THEN LET CS-"/"
2140 IF CS-"/" THEN GOTO 3000
2150 IF <Y<-X AND X<9) OR <Y>X fl
ND Y-l) THEN LET CS-"-"
2160 IF CY>X RND Y>1) OR <Y<«X R
ND X-9) THEN LET CS-"r’
3000 PRINT RT 20,0;"I MOVE ";CS,
SINCLAIR PROGRAMS May 1983
; AT 19
1 GOTO 3200
10 LET R-INT <RND*5)+1
20 DIM N<5)
40 LET F-INT <RND*5)+1
50 FOR L-l TO 5
60 LET N<L)-F
70 NEXT L
00 FOR L-l TO 5
30 LET N<L)-N<L)+R
92 LET R-R+R
34 NEXT L
3b PRINT AT 0,0;
100 FOR L-l TO 4
110 PRINT N<L)J" "J
129 NEXT L
130 PRINT "?"
140 PRINT
lb0 PRINT "WHRT IS THE NEXT NUM
BER? PRESS RNY KEY WHEN Y
OU KNOW"
165 IF INKEY®< >"" THEN GOTO 170
16 6 LET TM-TM-1
167 IF TM<-0 THEN GOTO B000
160 PRINT RT 0,20;"TIME’";TM;"
•I
163 GOTO 165
170 INPUT I
172 LET TMS-TMS+TM
174 LET 3®-"
II
175 PRINT RT 0,0;S®;RT 2,0;S®;fl
T 3,0;S*
100 IF I-N<5) THEN GOTO 3000
130 GOTO 8000
1000 FRST
1005 LET fl-0
1010 LET B-31
1020 LET 021
1030 FOR L-l TO 14
1040 FOR F-fl TO B
1050 PRINT RT C, F; "< i»P )"
1060 NEXT F
1070 LET R-fl+1
1080 LET 8-B-l
1030 LET OC-1
2000 NEXT L
2040 LET TM-TI
2050 LET TMS-0
2055 SLOW
2060 PRINT RT 20,0;"
2070 PRINT RT 18,16;“ “;RT 13
,16;" ";RT 20,16;"
2080 PRINT RT 15,12;" “;flT 16
,14;" <9h) ";RT 18,10;"
2090 PRINT RT 15,10;" ";RT 16,10
";RT 17,10;" ■
3000 PRINT RT 14,18;" ";RT 15,18
;" ";RT 16,18;" ";RT 13,15;"
";RT 9,15;" "
3010 LET H®-“<9h>"
3020 PRINT RT 10,14;"<5*9h>";RT
11,14; "<5*9h)“
3030 PRINT RT 20,15;H*;RT 18,15;
HS, RT 15, l 1;H»;RT 18,12;HS;H*;RT
14,1S;H®;RT 12,15;H®;RT 8,15;H*
3048 PRINT RT 4,15;"<9q 9u;AT
5,14;“<9t'2*97>9* > M ;RT 6,14;"<95
> *< 98 >“; RT 7,14;"<95> <2*1SP>"
3050 PRINT RT 20,3;"<9h> <9h>
< 9h )"
3060 LET X-l 9
3070 LET Y-0
3000 PRINT RT X+1,Y;
3090 LET P-PEEK < PEEK 16398+256*
PEEK 16399 )
4000 PRINT RT X, Y+l;
4010 LET Q-PEEK < PEEK 16398+256*
PEEK 16399)
4020 PRINT RT X-l,Y;
4030 LET U-PEEK C PEEK 16398+256*
PEEK 16399)
4040 PRINT RT X,Y-1;
4050 LET E-PEEK <PEEK 16398+256*
PEEK 16399)
6810 IF P-136 OR W-136 OR E-136
OR G-136 THEN GOTO 8
6012 IF Q-23 THEN GOTO 3100
6015 PRINT RT X,Y;"<!*)"
6016 PRINT RT X,Y;" "
6020 LET X-X+CINKEY®-"6“ RND P-0
)-<INKEY®-"7" AND U-0)
6030 LET Y-Y+<INKEY®«"8" RND 0-0
)-( INKEYi-’ , 5" AND E-0)
6040 GOTO 3080
8000 FOR L-l TO 19
0010 PRINT RT 20,L;"< 99 >"
8015 NEXT L
8018 PRINT RT X,Y;"<i*) M
8020 PRINT RT 1,0;“SORRY BUT YOU
ARE TRAPPED"
8030 PRINT "THERE IS NO ESCRPE .
8040 PRINT RT 0,0;"LRST NO.-";N<
5);" NOT "; I
8050 GOTO 9112
9000 PRINT RT X+l,Y;" " RND P-13
6;RT X,Y+l;» " RND Q-136;RT X-l,
Y;" " AND W-136;RT X,Y-1 j" " AND
E-136
9010 GOTO 3080
9110 PRINT RT 0,10;"**WELL DONE*
*";RT 2,0;"YOUR SCORE WRS'";TMS
9120 PRINT RT 3,0;"PRESS RNY KEY
TO TRY AGAIN "
9130 IF INKEY®-"" THEN GOTO 9130
9140 CLS
9160 GOTO 9500
9240 PRINT RT 0,1;" ***** INC
R GOLD*****"
9250 PRINT TAB 5;"TO GET THE INC
R GOLD";TAB 5;"YOU MUST REACH TH
E”;TAB 5;"TOP OF THE INCR TEMPLE
II
9
9300 PRINT TAB 5;"THE D0GRS<<9h>
) HAVE LOCKS.";TAB 5;"THEY WILL
ONLY OPEN IF";TAB 5;"YOU GIVE TH
E CORRECT";TRB 5;"COMBINATION WH
EN ASKED,"
9300 PRINT TAB 5;"THE WRONG ONE
RND YOU";TRB 5;"ARE TRAPPED FORE
VER. "
9390 PRINT TAB 5;"USE KEYS CURSO
R";TAB 5;"KEYS TO MOVE"
9420 PRINT "*****PRESS ANY KEY T
0 START*****"
3430 IF INKEY ®-"" THEN GOTO 9430
9500 CLS
9520 PRINT "PLEASE ENTER LEVEL 0
F DIFFICULTY****50 TO 1000****"
9522 PRINT
9523 PRINT "<THE LOWER THE HRRDE
R THE GRME )"
9524 INPUT TI
9526 IF TI>1000 OR TI<50 THEN GO
TO 9524
9528 CLS
9610 GOTO 1000
3620 SAVE "INC*"
3630 RUN
34
SINCLAIR PROGRAMS December 1983
■bbmbh
IplRii
Y OUR AIM is to reach the gold
at the top of the Inca Temple.
Move with cursor keys 5 to 8
until you reach a door. Each door must
be opened by the correct combination
and any error means that you will be
trapped there for ever.
Inca Gold was written for the 16K
ZX-81 by K Royles of Rhyl, Clwyd.
SINCLAIR PROGRAMS December 1983
1 LEI S*VAL "-30"
2 LET S-S+VAL "30“
3 LET Y-INT '.RNL'*1U>
4 CLS
5 PRINT AT J.b#0j N '.ll*9a> N
6 PRINT AT 14/RND^Y;"<isp >"
7 PUR X-0 TO VOL "lb"
0 PRINT m* RNL'*l3,RND*Y; M '91>
‘ / AT RNDT 13 j RND*Y; CHRS 23
IV PRINT AT X/Y>
2(3 LET C“PEEK < PEEK 16398+VAL
"■256"*PEEK 16339>
30 IF C=23 UR C=1 UR 0*3 THEN
LUTU 200
4U IF C-VAL "120" THEN GOTO 2
50 PRINT "(. l" > M
bb LET Y-Y-K INKEY9 C "0" AND Y<1
0>-<INKEY*="5" AND Y>0>
6Q LET S=S+VAL "2"
70 NEXT X
00 GOTO 4
200 FOR T=X TO VAL "lb"
2O0~FUR T-X TO VAL "lb"
210 PRINT AT 1/Y; "< i";AT T,Y;
"A"
220 NEXT T
230 PRINT AT T-l,Y;"<l">"
24Q PRINT "< is ic ic ir -le 9b)"
AND Y<1
A S DOCTOR WHO you must use
keys 5 and 8 to steer the tardis on
■ to the landing pad of the planet
you are approaching. Avoid the stars
and planets which appear or their gravi¬
tational field will send you crashing
downwards. If you land safely you will
gain 30 extra points and move to the
next sheet.
Tardis Lander was written for the
IK ZX-81 by Terry Bishop of Leyton,
London.
2 LLT 11*0
3 LET n-20
4 LET 2-10
b GLS
6 LET T—20—ft
7 LET X-1NT <RND*9>+1
10 FOR N-l TO A
lb PRINT AT A,Z-1 j“'.sP
20 PRINT AT N,0;"<11*1SP>";AT
N-i,0;" " i AT N/X>" "
50 LET 2-Z-K INK£Y*-"8" AND 2<1
1 >-cINKEY»«"b">
60 NEXT N
70 IF ZOX THEN GOTO 500
95 LET A—A—1
100 GOTO 6
S00 PRINT "SPLAT"
b02 PAUSE 50
bOb GLS
507 IF TM1 THEN PRINT "NAME?"
500 IF T>M THEN INPUT Ui
509 IF T>M THEN LET M-T
510 PRINT "SCORE-";T;" HIGH SC
URE HELD BY ";U»;" WITH ";Mj" PO
I NTS"
520 INPUT CS
530 GOTO 3
U SING the cunning of a fox you
have to weave in and out of the
descending pack of hounds. As
you negotiate one pack, you are met by
another pack.
_ The highest score appears at the end
of each game, along with the name of
the scorer. Use cursor key 5 to move left
and 8 to move right. Beware, you have
only one life.
Foxhunt was written for the IK ZX-
81 by Adam Evans of East Dereham,
Norfolk.
A nimation was published as
3D was in our September issue,
to suggest new ways of using
Spectrum graphics. Jonathon Healey of
Winchester, Hampshire has produced a
man who walks from the right to the left
of the screen. The movement is smooth
and resembles that of an animated car¬
toon.
We would be interested in seeing
programs which develop the technique
further (16K Spectrum).
10
FOR t—0
TO 11
FOR r-13
TO 7
36
READ 3
POKE MSP
LHR* '
244*
*' >*-n,
3
48
NEXT .v
NEXT r
66
DATA 0,0
,0,0,0/0/
0.0/2
, 1,0,
0,0,0,0,3,0,6
|,0,0/6/ 112, 112
.32, 1
26/164/36,96/
00,208,ib6,132
80
DATA 0,0
,0/6/1/1/
0,0,0
,0,3,
1 0,6,6,0/3/0/0
,0,6,192,
182/1;
19
t, 260,224
.192,192,
192,192,19
—
100
DATA O,0
,0,0,0,28,92,7;
2,62,
1 9,9,b6,60,66,
192,7,0,0,0,0/1
4,0,0
. 0 / 0 ,
0,0,0,0 ,
0,0,0
1 ! 0
LET 3*-"
3.cbd"
120
LET b*-"
e9fh"
130
LET c*="
ik jl"
140
FOR 3=36
TO O STEP -1
lb0
FOR f*0
TO 2
lbb
READ 4*
160
PRINT A1
1W/3 J 4*'
TU 2
:*iRT
11,3,
4*63 TO
>
170
pause e
3 80
NEXT r
190
RESTORE
lbb
195
NEXT 3
2O0
DATA 3*,
b*,c*
210
i.LS • 00 TO 140
lb BORDER 0 PAPER O' INK 6' I
LS
20 FUR 1=1 TO 168 STEP 7.55
30 PLOT 0,< 168-1 >• DRBW I,-<li
8-1 >
40 PLOT 0,1* DRAW 1 ,- 1*168
bo NEXT I
60 FOR 1-1.6 TO 4.7 STEP .1
70 INK 7 PLOT 127,86 DRAW 1
0*COS I,58*3IN I
80 NEXT I- INK b
9990 FOR J-0 TO l?b 1 FOR 1-0 TO
127
9991 IF POINT <I,J>-1 THEN PLOT
2bb-I, J
8**2 NEXT I- NEXT J
8893 LET L-22b28> LET 022544
9994 FOR J-l TO 22
989b FOR I-lb TO 0 STEP -1
9896 POKE G*<lb-I),PEEK <L+I>
9997 NEXT I
8999 LET L-L+32 1 LET 0-0*32
9999 NEXT J
. Colo
TL-
u
rs as w
. 1 ne
P
rogram
demor
is
iration.
\turs
T hree-dimensional let¬
ters, written for the Spec¬
trum by P Monger of Reading,
Berkshire draws large, three-dimension¬
al letters on the screen. Only seven
letters can be printed at once but the
routine can be used again several times
without clearing the screen, allowing
impressive title pages to be created.
113 BORDER 7' INK 0- PAPER 7
30 LET a*«*'3D-WURD" 1 LET P-30
30 PRINT AT l0,7;"fc 1903 P.Mon
GO TO 100
40 PRINT PAPER 1j INK 7;AT 13,
Q; " Now you can write vou.n own
3D word*
50 PRINT '' PAPER 0 > INK 7;" N
nw Please follow the Prompt*. "
6* PRINT INK 7; PAPER 2; FLA6W
1>AT 21,10;"Press any key"
70 PAUSE 0- CLS
80 INPUT "Pixels from toP < <1
»P>*8 Pixel*)";*
90 INPUT "letter* <7 max) ";a«
• IF LEN aS>7 OR LEN a*<1 THEN B
EEP 1,-30’ GO TO 90
108 LET a-LEN PRINT INK 7>A
T 21,0;a*
110 FOR f=9 TO 8*a-l’ FOR n-0 T
0 7
126 IF POINT <f,n>*0 THEN GO TO
160
13G PLOT f*4,n*4+135-P• DRAW 4,
O' DRAW 0,4 DRAW -4,0- DRAW 0,-
3 DRAW 3,0- DRAW 0,2 DRAW -2,0
- DRAW 0,-1- DRAW 2,0' DRAW -2,-
140 DRAW 5,5' DRAW 0,4- DRAW 0,
-4 DRAW 4,0 DRAW 0,4’ DRAW 0,-
4’ DRAW -5,-5
150 DRAW 0,4' DRAW 5,5' DRAW -4
,0' DRAW -5,-5
160 NEXT n’ NEXT f
170 IF aS“"2D-W0RD" THEN PAUSE
50' CO TO 40
180 INPUT "Write some more ? <y
/'n ) " ;wS
190 IF w»*-"n" THEN STOP
>00 INPUT "Clear the screen * <
210 IF cS-“y" THEN CLS
220 GO TO 80
100 CLEAR 5V90J
HO LEI CT-C234*256> PRINT AT
8,10;"POKES LEFT “
i20 FUR 1-15616 TO 156l6+<255*3
130 LET AS-'
POKE 16384,PEEK
140 GO SUB 200
150 PRINI AT 10 , 10 , 1 5616+< 255*8
-I;" ••
168 Puke si , val cbin u +n*>
170 LET ST-ST+1
180 NEXT \
-.30 POKE 23607,233' STOP
2O0 FOR J~7 TO O STEP -1' IF PO
INT <J,175>-1 THEN LET AS-A4*"1"
- GO TO 220
210 LET AS=AS+”u M
220 NEXT J- RETURN
230 POKE 23687,233
O NCE THIS program is RUN it
will reverse the entire character
set, excluding user-defined
graphics. The new character set can be
called upon at any time, even after
NEW has been pressed, by entering
POKE 2307,233.
Mirror Characters was written for
the 48K Spectrum by Graham Walkden
of Banchory, Kincardineshire.
MIRROR
CHARACTERS
44
SINCLAIR PROGRAMS November 1983
A BALL bounces around the
screen and you must trap it
using as few blocks as possible.
Pressing any letter will place a block
behind the ball. Once one ball has been
trapped another will appear.
This program was written for the
16K ZX-81 by Roland Waddilove of
Widnes, Cheshire.
SPEED TRAP
ISO REM instructions
HO POKE 16418,0
120 PRINT TAB 18;"SPEED-TRAP",T
AB 9>"< 12*97 >"
130 PRINT , THE IDEA OF THE G
AME IS TO TRAPTHE BALL. PRESSING
ANY LETTER WILL PLACE A BLOCK
JUST BEHIND THE BALL."
140 PRINT , ," THERE ARE 20 BALL
S ALTOGETHER. USE AS FEU BLOCKS
RS POSSIBLE."
150 PRINT AT 21,7;"Press a lett
or"
160 IF INKEY*-"" THEN GOTO 160
170 CLS
200 PEN START
210 LET BEST-100
220 LET BALL-1
230 LET BLOCKS-0
240 LET X-l
250 GOSUB 790
260 LET P-INT <RND*780>+PEEK IS
396+256*PEEK 16397
270 IF PEEK P OR PEEK (P+X> THE
N GOTO 260
300 PEN GAME
310 POKE P.0
320 IF INKEYSO"" THEN LET BLOC
KS-BLOCKS+1
330 IF INKEYSO"" THEN POKE P.8
340 LET P=P+X
350 POKE P,23
360 IF NOT PEEK <P+X> THEN GOTO
310
370 IF PND>.5 THEN GOTO 425
400 PEN CHANGE DIRECTION
405 LET X-33
410 IF NOT PEEK <P+X> THEN GOTO
310
415 LET X=i
420 IF NOT PEEK <P+X> THEN GOTO
310
425 LET X—33
430 IF NOT PEEK <P+X> THEN GOTO
310
435 LET X—1
440 IF NOT PEEK <P+X> THEN GOTO
318
445 LET X-33
450 IF NOT PEEK <P+X> THEN GOTO
310
455 LET X-l
460 IF NOT PEEK <P+X> THEN GOTO
310
500 REN NEU BALL
510 LET BALL-BALL+1
520 PRINT AT 0,8;BLOCKS;AT 0,28
;< BALL AND 8ALL<21>
530 IF BALL<-20 THEN GOTO 260
600 PEN GANE OVER
610 IF BEST>BLOCKS THEN LET BES
T-BLOCKS
620 PRINT AT 23,6;BEST
630 FOR N-0 TO 100
640 NEXT N
650 PRINT AT 23,10;"Press P to
Play a9ain"
660 IF INKEY**-"" THEN GOTO 660
670 IF INKEYS-"P" THEN GOTO 220
680 CLS *
690 STOP
700 REN BORDER
710 CLS
720 PRINT " blocks =
balls
730 FOR N=1 TO 22
740 PRINT "<isP)" j TAB 31;"<isP>
M
750 NEXT N
760 PRINT " best-
•t
770 PRINT AT 0,8;BLOCKS;AT 0,28
;BALL;AT 23,6;BEST
780 RETURN
808 REN save
810 SAVE "SPEED-TRAP"
820 RUN
SINCLAIR PROGRAMS June 1983
49
le/IrE
JWAKEK
BROWN of Charles-
Cheshire wrote Lace
Maker to generate patterns for
use as design charts for punch-lace or
Fair Isle work on domestic knitting
machines. She adds that it would also be
suitable for those designing filet
crochet.
The program first requests the num¬
ber of stitches in each pattern repeat —
6, 8 or 12 for the more popular makes of
knitting machine — followed by the
number of rows required. Lace Maker
can cope with any stitch repeat between
4 and 16, and any number of rows
between 4 and 20. (16K ZX-81).
t RAND
7 GOSUB 9900
10 LET C*~"HOW MANY ARE REQUIR
ED IN ONE REPEAT OF THE PATTERN
? TYPE A NUMBER BETWEEN AND <
INCLUSIVE> THEN PRESS NEWLINE."
20 LET RS=" rows "
30 LET SS="stitches"
40 DIM D*<20,16>
50 DIM AS<16>
70 LET E-0
90 PRINT AT 0,0;C*<1 TO 9>;SS;
C*<9 TO 77 >; 4; CSC 77 TO 81>;16;CS
<81 TO 113)
100 INPUT N
110 PRINT N
115 IF N>16 OR N<4 THEN GOTO 48
0
120 PRINT AT 8,0;C*<1 TO 9>;R*J
C®< 9 TO 77 ); 4; CS< 77 TO 81>;20;C*
<81 TO 113)
140 PRINT D
150 IF D>20 OP D<4 THEN GOTO 42
0
200 LET H-DX2
210 LET 2-INT <32/N)*N-N
228 LET Y-INT <22^<D+l>>*<D+l )
230
LET G-N/2
240
IF G>INT G THEN LET G=G+1
250
CLS
255
LET L-0
260
IF L>*Y THEN GOTO
1000
270
FOR E-l TO INT H
280
GOSUB 1500
290
LET D*< E >*AS
295
NEXT E
300
IF H>INT H THEN GOSUB 1500
310
FOR F-E-l TO 1 STEP -1
320
FOR C-0 TO Z STEP
N
330
PRINT AT L,C;D*<F
, 1 TO
N>
340
NEXT C
350
LET L-L+l
360
NEXT F
370
LET L-L+l
380
GOTO 260
400
ASE”
PRINT "BETWEEN 4
AND 16
PLE
410
GOTO 100
420
ASE"
PRINT -BETWEEN 4
RND 20
PLE
430
GOTO 130
1000
PRINT AT 21,0;"C
TO CONTINU
E, N
FOR NEW SIZE"
1010
IF INKEY*-"" THEN
GOTO
1010
1020 IF INKEY*-"C" THEN GOTO 250
1030 CLS
1040 GOTO 10
1508 FOR B-l TO G
1510 LET A-INT <RND*2>
1520 IF A-l THEN LET AS<B>»" "
1530 IF A=0 THEN LET AS<B>*"*"
1540 NEXT B
1550 FOR B»B TO N
1560 LET AS<B>A*<N+1-B>
1570 NEXT B
1580 FOR C*0 TO 2 STEP N
1598 PRINT AT L,C;A*<1 TO N>
1600 NEXT C
1610 LET L-L+l
1620 PETURN
9000 CLS
9015 PRINT
9030 PRINT AT 20,4PRESS ANY KE
Y TO START"
9040 IF INKEY**"" THEN GOTO 9040
9045 CLS
9050 RETURN
9990 SAVE "LACEMAKEr"
9991 RUN
12
SINCLAIR PROGRAMS July 1983
10 GO SUB 9000 * GO TO 10UG
20 DEF FN 9< :*=INT <<PEEK 23672
+256*PEEK 23673+65536*T'EEK 23674
V50 >
36 LET ss^8 : LET c*-* "Nobody "
4© PAPER 6 * INK 1* BORDER 1• C
LS
50 LET t-fcP LET s=0* LET a-10*
LET b fe 10• LET f*-""* LET 2 ^1■ L
ET rn=5* LET a*^"8"* LET h*~:a* * D
IM x< 35 >* DIM y<35 >* GO TO 170
68 LET f-INT <RND#9 >+1 : LET d"
INT < RNDY16 >+3• LET c-INT < RNDY2
7 >+2
7G IF SCREENS (d-eX)" " THEN
GO TO 60
BO IF SCREEN* <d,e+2><>" " THE
N GO tO 6G
9G IF SCREEN* (d+Le+DO" " T
HEN GO TO 60
1G0 IF SCREEN* < d+2, e >< >" " THE
N GO TO 6G
110 IF SCREEN* <d+2,e+2><>" " T
HEN GO TO 6G
120 PRINT AT d»c-; INK RND*4;
; AT d+1,c; INK RND*4; ; f; 'W
i AT d+2,e; INK RND*4; 'W • RETU¬
RN
160 PRINT AT d, e; M ";AT d+l,e
" ; AT d+2,e;" " * RETURN
170 PRINT AT 0,13; FLASH 1;"SNA
KE"; FLASH 0
ISO PRINT AT 2,0; " aaaaa.g.aa-aaaaa
a a ■?. a a a a a a a a 3. a a a a a a a ”
190 FOR TV= 3 TO 20- PRINT AT r.,8
; INK RND*3;"a";AT n,31;"a"• NEX
T n
200 PRINT AT 21,0;" aaaaaaaaaaza
a a •?. a a a a a a a a a a a a a a a a a "
210 PRINT AT 1,1; INK O;"SCORE :
";AT 1,11; INK 1;"TIME•";AT 1,20
; INK 2;ss;" BY ";c$;
220 POKE 23674,255- POKE 23673,
255• POKE-23672,255* GO SUB 60 *
GO TO 280
240 LET z=z+l * IF z-rn THEN PR IN
T AT x<z>,y<z>;" " * LET z-1 * LET
m=m+<1 AND m<35>
250 LET t“FN 90' PRINT AT 1,16
;t ! IF t>~180 THEN GO TO 600
260 BEEP .001,40
270 PRINT AT a,b; INK RN0*4; "SI
■ LET b*=a* : PRINT AT x<z>,y<z>;
a ii
2B0 IF INKEY*""" THEN LET b$-a$
290 LET a*"INKEY* ? IF a*<>"8" A
ND a*< >"7" AND a*<>"6" AND a*<> M
5" THEN LET a*=b*
300 IF a*""5" THEN LET h-b-1* L
ET c-2
31© IF a*""6" THEN LET a-a+1 L
ET c-3
320 IF a*="7" THEN LET a^a-1 : L
ET c" 1
330 IF a$"“8" THEN LET b~b-M * L
ET c=0
340 LET x( z )r. 3 ■ LET y<z>«b
350 IF SCREEN* <a,b>*W THEN G
O TO 400
360 IF SCREEN* <a,b><>" " THEN
GO TO 700
37G IF RND>.98 THEN GO SUB 16G*
GO SUB 60
380 PRINT AT a,b;CHR* <145+c >
390 GO TO 240
410 PRINT AT a,b;CHR* <145+c>
426 LET s-s-1* INK 1 * FOR rv-f T
0 O STEP '-1 * LET sr-s+i.- BEEP .GO
8, ri+30 ? PRINT AT l,7;s j PRINT AT
d+l,e+!;•«-.* NEXT r«
440 .GO SUB 160 : PRINT AT a,b;CH
R* < 145+c > * FOR ri"0 TO 20* NEXT
n* GO SUB 60* GO TO-240
608 FOR Vi"60 TO 30 STEP -1 * BEE
P . 1, n ■ NEXT n
605 PRINT AT 2,0; FLASH 1; INK
2;"GAME OVER"
610 IF s >ss THEN PRINT AT 3,0;
FLASH 1;"NEW HIGH SCORE"» LET ss
"S * GO TO 630
620 GO TO 650
6-38 INPUT M I«Put your name";c**
IF LEN c*>7 THEN GO TO 630
650 INPUT "ANOTHER GO ?";d$- IF
d*”"Y" OR d*~"y" THEN GO TO 40
660 STOP
8
SINCLAIR PROGRAMS Gcrofer /9&?
V ARIOUS NUMBERS appear on over your tail or hit the edges of the Snake was written for the 16K Spec-
the screen. Running over a num- playing area. trum by John Williamson of Moreton
ber will add it to your score. Your As the game progresses your snake Morrell, Warwickshire,
brightly-coloured snake is controlled becomes longer, making your path more
with the usual cursor keys. Do not run circuitous.
700 PRINT RT a,b;CHR$ <145+c>
710 FOR n=36 TO 1 STEP -1= BEEP
. t, n * NEXT -n • GO TO 650
1000 BRIGHT 1- PAPER 6* INK 2 : B
ORDER 6 ; CLS
1320 PRINT RT 2,12; BRIGHT 1; FL
ASH 1;"SNAKE";AT 3,12;" ■■
1040 PRINT AT "INSTRUCTIONS"
; AT OVER 1; "_"
1363 PRINT """ in this Same ca
1 led •‘■'SNAKE'"
e the numbered
■=e your score
f Points
e boxes."
1070 PRINT
OU. control
c-y s 5,6,7, 8
, , ii
you. have to bit
boxes to lncrea
by the amount a
d l sP l ay ed i n th
The Snake which y
with the cursor k
w 1 11 s1owly 9row
lon9er."
a key "* PA
longer and
1390 PRINT £0;"Press
USE fi¬
ll 00 LET e»26* LET d=^7‘ LET f-9*
GO SUB 76
1110 LET J_
fffffffb"- FOR n-24 TO 0 STEP -1
• BEEP .001,40' PRINT AT 8,0;x$C
n+1 TO 27>• PAUSE 4’ NEXT n
1136 FOR n-f TO 0 STEP -1 * BEEP
.0O8,n+30• PRINT AT d+1,e+ljn* N
EXT r,
1140 PAUSE 100
1150 FOR n“7 TO 21 * PRINT AT r.,0
. M
"* NEXT r.
1160 PRINT AT 7,0;" There is a t
ime limit m this Same, 3 minu
tes displayed on the screen i
n seconds, within this time yo
u. have to 9et as larQer score
as Possible, a hi9h score w
ith be recorded."
1170 PRINT "" If you. bite your¬
self or the fence then the 9a
me will end."
1230 PAUSE 0- GO TO 36
8999 STOP
9600 RESTORE • FOR n*144 TO 149*
FOR f=0 TO 7 : READ a- POKE JJSR
CHR$ <n>+f,a* NEXT f* NEXT rr RE
TURN
9150 DATA 8,16,8,186,93,16,0,16,
192,156 -130,129,129,130,156,192,
24,36,66,66,66,0,129,255, 3 ,57,65
,129,129,65,57,2,255,129,0, 66 ,66
, 66 , 36,24,24,36,90,189,189,90,36
,24
SINCI.AIR PROGRAMS October 1983
9
5 GO SUB 9600
10 BORDER 5- BRIGHT l- PAPER S
CLS
20 DIM fc* 10,4)
30 LET *-•>• LET sc-0
90 PRINT AT 1,9;"Clobber Ca»tl
100 PRINT AT 4,31;""
110 FOR f-1 TO 17*32
120 PRINT PAPER 6; INK 2;"b";
130 NEXT f
140 GO SUB 7000
200 FOR f-1 TO 10
210 GO SUB 8000
215 FOR h-1 TO 5
220 PRINT AT 4,*;" f "
230 LET *-*+< INKEY»-"P" AND *<2
9)-<INKEY*-"4" AND *>0)
240 IF INKEY*-"f" THEN GO SUB
1000
430 NEXT h
500 NEXT f
550 GO TO 200
1000 PRINT AT 4, a+1 ;" "
1005 LET bh-0
1010 FOR n-5 TO 20
1020 IF ATTR <n.A+l>-112 THEN L
ET bh-1
1023 PRINT PAPER 6;AT T,*+l;1f"
1026 BEEP .025,0-n
1027 PRINT PAPER 6; INK 2;AT n,
*•*•1; "b"
1030 IF bh-1 THEN GO TO 1300
1050 NEXT o
1060
1070 RETURN
1500 LET sc-»c+10
1560 FOR J-l TO 10
1570 IF b<j,2)-*+l THEN GO TO 1
590
1580 NEXT j
1590 LET b<j,l>-16
1595 LET b<j,2)-INT <RND*29>+1
1600 LET b< j,3)»b< j,3)+l
1610 PRINT AT 0,0;"Score-";sc
1620 PRINT PAPER 6; INK 3;AT b<
J, 1 ),b< J,2);CHR* b< j,4>
1630 RETURN
7000 FOR f-1 TO 10
7010 LET b<f,2)-INT <RND*29)+i
7020 LET b< f, 1 )«18 1 LET b<f,3)-l
7021 LET b< f, 4 )-147+INT <RN0*2>
7025 PRINT PAPER 6; INK 0;AT bC
f, 1 >,b<f ,2>;CHR* b<f,4>
7030 NEXT f
7040 RETURN
8000 PRINT PAPER 6; INK 2;AT b<
f, 1 ), b< f, 2 );
0005 BEEP .025,-30
8010 LET b< f, 1 )-b< f, 1 )-b< f, 3 )
8015 IF bC f, 1 X-4 THEN GO TO 90
00
8016 IF b<f,4)-147 THEN LET b<f
,4>-148’ GO TO 8020
8017 IF b< f,4 >-148 THEN LET b<f
,4>-147
9640 FOR f-0 TO ?• READ s POKE
USR "e“+f,s= NEXT f
9650 DATA 0,26,26,60*Be,80,36,36
9660 FOR f-0 TO 7> READ s- POKE
USR "f"+f,ft. NEXT f
9678 DATA 60,126,255,255,255,255
,126,60
9680 RETURN
e020 PRINT PAPER 6; INK 0;AT b<
f, l ),b< f, 2 ); CHR* b<f,4>
e040 RETURN
9000 PRINT FLASH 1;AT 4,b<f,2>;
M d“
9010 PRINT FLASH 1;AT 10,7;"TOU
GH LUCK"
9020 BEEP .05,INT <RND*30)> BORD
ER INT < RND*8) 1 IF INKEY #—"" THE
N GO TO 9020
9023 PAUSE 100
9030 GO TO 10
9600 FOR f-0 TO 7- READ *■ POKE
USR "b"+f,s• NEXT f
9610 DATA 255,16,16,16,255,1,1,1
9620 FOR f-0 TO ?• READ s* POKE
USR "d"+f,s■ NEXT f
9630 DATA 0,88,88,60,26,26,36,36
Y OU STAND on the battlements
of your castle, which is being
assailed by commando-style ro¬
bots. If a robot reaches the battlement
you will be killed, so delay them by
dropping cannonballs on to their heads.
Move left with Q, right with P and drop
a cannonball with F.
Clobber Castle was written for the
16K or 48K Spectrum by R Flavell-
While of Melton Mowbray, Leicester¬
shire.
SINCLAIR PROGRAMS December 1983
31
D ENBAR is an obnoxious fly
which jumps from segment to
segment of your cake. Move
your red fly-swatter to hit Denbar,
moving it left with 5 and right with 8.
Denbar cannot be killed but you score
points each time you hit it.
Written for the 16K Spectrum by
Simon Licence of Canvcy Island, Essex.
DENBAR
5 GO SUB 9500
10 GO TO 9000
20 PLOT 40,72- DRRM 80,16- DRfl
U -64,-64’ DRRW -16,48
25 RETURN
30 PLOT 40,72- DRAW 80,16- DRfl
U -80,16' DRAM 0,-32
35 RETURN
40 PLOT 48,104' DRAM 80,-16' D
RflM -64,64' DRAM -16,-48
45 RETURN
50 PLOT 64,152' DRAW 64,-64- D
RAM -16,80' DRAM -40,-16
55 RETURN
60 PLOT 112,168- DRAM 16,-80'
DRAM 16,80- DRAM -32,0
65 RETURN
70 PLOT 144,160- DRAM 48,-16'
DRAM -64,-64' DRAM 16,80
75 RETURN
80 PLOT 192,152- DRAM -64,-64-
DRAM 80,16' DRAM -16,48
05 RETURN
90 PLOT 200,104- DRAM -80,-16'
DRAM 80,-16' DRAM 0,32
95 RETURN
100 PLOT 192,24- DRAM -64,64- D
RAM 80,-16- DRAM -16,-48
105 RETURN
110 PLOT 192,24- DRAM -64,64' D
RflM 16,-80- DRAM 48,16
115 RETURN
120 PLOT 144,8- DRAM -16,80- DR
AW -16,-00- DRAM 32,0
125 RETURN
130 PLOT 112,8- DRAM 16,80- DRA
M -64,-64- DRAM 48,-16
135 RETURN
1000 IF INKEY0--5" THEN GO SUB
<**10>- LET J.-JL-1 ■ IF *-l THEN
LET *-13
1010 IF INKEY0—"0“ THEN GO SUB
<**10>- LET *-*+1' IF *-14 THEN
LET *-2
1020 INK 2- GO SUB <**10>- INK 7
1030 PRINT AT x,*j INK 4; " *T
1040 LET C-C+.2' IF c>l THEN LE
T c-0' LET P-INT <RND*13>- GO SU
8 4000
1050 PRINT AT 1,1js;AT 17.lit;"
-- LET t-t-1
1060 IF t-0 THEN GO TO 8000
1070 IF P-* THEN LET »-»+5' FOR
n-0 TO 10- OUT 228,16+0' OUT 22
8,0- NEXT n
1080 GO TO 1000
4000 PRINT AT x.vj" ■- GO SU8 <P
*10>+5000
4010 RETURN
5020 LET x—14• LET «-9- RETURN
5030 LET x—11 : LET «-8 RETURN
5040 LET x—7- LET a-9 RETURN
5050 LET x—4 : LET *-12- RETURN
5060 LET x—4 LET *-16- RETURN
5070 LET x—4 - LET y-19- RETURN
5080 LET x°7- LET ¥-22- RETURN
5090 LET x—11 - LET w-23- RETURN
5100 LET x—14• LET v-2 2 RETURN
5110 LET x— 17 - LET v-19- RETURN
5120 LET x-19 : LET *-15 RETURN
5130 LET x—18 ; LET *-12' RETURN
7010 PRINT INK 2;"2X SPectru*"'
' INK 4," DENBAR MARS"
7020 PRINT AT 7,0; INK 4;"* * *
.Licence 1983”'*"PRESS ANY KEY T
0 PLAY A GAME”
7040 PAUSE 0- PRUSE 0- PAUSE 0
7050 GO TO 9010
8000 BORDER 1- PAPER 1- INK 5- C
LS
8005 RESTORE 9540
8010 FOR n-1 TO 15- READ *< BEEP
.05,* ; NEXT n
8025 IF s>h* THEN LET h*-a
8030 PRINT AT 10,10; ,, SCORE- ,, ;a"'
HI-”;hs'*'" ANY KEY
FOR ANOTHER GAME"
8040 PAUSE 0‘ PAUSE 0- PAUSE 0-
PAUSE 0
9000 BORDER 0- PAPER 0- INK 7- C
LS
9005 GO TO 7000
9010 CLS ■ FOR n-20 TO 130 STEP
10- INK 7- GO SUB n = NEXT n
9020 LET *-2- LET *-0
9030 LET c-0- LET x-14> LET v-9-
LET P -2 - LET t-500
9040 PRINT AT 0,1;"SCORE";AT 16,
1 i "TIME"- PRINT £1;" S.Licence
1903"
9050 GO TO 1000
9500 LET hft-0- FOR n-0 TO 7- REA
D *■ POKE USR "*"+n,* : NEXT n
9510 DATA 146,84,56,254,56.84,56
,84,146,0
9540 DATA 2,5.2,5,2,4,7,4,7,0,4,
0,4,5.9,5,9
9550 RETURN
SINCLAIR PROGRAMS December 1983
23
Til
ABANDONED
HOWE
T he abandoned house is
a 16K ZX-81 adventure game
and is this month’s program of
the month. The author is Stephen Mur-
gatroyd, aged 14, of Wantage, Oxon
who has been programming since he
received his ZX-81 in July. He is keen
on adventure games and this is his first
attempt at this type of game.
Caught in a fierce electric storm, you
seek shelter in an abandoned house.
The door closes behind you, there is
only one way out and you must find it.
You explore the house, you are given a
3D picture of each room as you enter it.
You can find treasure or weapons but
the house holds other secrets. The
graphics are very good and add to the
eerie atmosphere.
34
SINCLAIR PROGRAMS January 1984
53 1
532
533
534-
54-0
550
560
570
5S0
532
584
5S6
525
600
602
6 10
620
630
63 1
632
634-
636
64-0
650
653
660
66 1
662
663
6 6 4.
665
66 6
667
666
662
670
6-71
672
6-73
6-7 4-
6-75
6-76
6-7 7
6-76
673
660
66 1
LET D$
LET E$
LET G $
LET H $
LET R =
IF R = 1
IF R =2
IF R =3
IF R =4.
IF R =5
IF R =6
IF R =7
GOSUB
SCROLL
SCROLL
IF F$ =
IF F* =
IF F$:
IF F$ =
IF F $ =
IF F$ =
IF F$ =
SCROLL
SCROLL
FRST
CLS
= "R K
= " R C
= " R K
= " R B
INT <
THEN
THEN
THEN
THEN
THEN
THEN
THEN
653
ITCHEN.
ELLER . "
ITCHEN.
EDROOM .
RND *7 5 +
LET
F$=B$
LET
F$=R$
LET
F$=C$
LET
F$=D$
LET
F $ =E*
LET
F$=G$
LET
F * =H$
F$=R$
THEN
GOSUB
700
F*=B$
THEN
GOSUB
S00
F$=C$
THEN
GOSUB
300
F$=D$
THEN
GOSUB
600
F$=E$
THEN
GOSUB
700
F$=G$
THEN
GOSUB
300
F$=H$
THEN
GOSUB
700
PR INT
RT
5,5
PRINT
RT
19 ,
FOR Z
= 0 TO 4-
PRINT
RT
Z , Z
NEXT Z
LET X =0
FOR Z =23 TO 25 STEP
PRINT RT X, Z
LET X=X+1
N E XT Z
LET X = 4
FOR Z =20 TO 21
PRINT RT Z,X;
LET X = X — 1
NEXT Z
LET X =25
FOR Z =20 TO 21
PRINT RT Z , X;
LET X = X + 1
NEXT Z
FOR Z =6 TO 13
632 PR INT RT Z , 5 ; "| ** ; RT Z,24; " |
633 NEXT Z
664- PRINT RT 20,6; "YOU RRE FRCI
NG ”; RT 2 1,3; F $
635 SLOU
636 PRUSE 100
630 RETURN
700 PRINT ”<15 EXPLORE <25 LOOK
FOR TRRP5"
710 INPUT U
720 IF U=1 THEN GOSUB 1000
730 IF U=2 THEN GOSUB 1100
735 SCROLL
736 SCROLL ^
74-0 GOTO 510
300 PRINT "Cl) EXPLORE (2) LERU
E”
8 10
INPUT
E
320
IF E = 1
THEN
GOSUB
1000
330
IF E =2
THEN
GOSUB
1300
S33
SCROLL
336
SCROLL
340
GOTO 510
300
PR INT
”<15 - EXPLORE <2J
(3 J
LERUE”
3 10
INPUT
O
320
IF 0 = 1
THEN
GOSUB
1000
330
IF 0=2
THEN
GOSUB
1400
34.0
IF 0=3
THEN
GOSUB
1300
34-3
SCROLL
34-6
SCROLL
350
GOTO 510
1000
SCROLL
1005
SCROLL
1010
LET . R =
INT (RND*4)
+ 1
1020
IF R = 1
THEN
GOSUB
1500
1030
IF R =2
THEN
GOSUB
1600
1040
IF R =3
THEN
GOSUB
1700
104 1
IF R =4
THEN
GOSUB
1320
1042
SCROLL
1043
SCROLL
1050
RETURN
1100
SCROLL
1101
LET R =
INT (RND*2)
+ 1
1 103
IF R = 1
THEN
PRINT
“THE
E NO
TRRP5
HERE.•
1104
IF R =2
THEN
GOSUB
1107
REST
1105
1106
PRUSE 60
RETURN
SINCLAIR PROGRAMS January 1984
35
1107
PRINT
EADS
TO"
110©
SCROLL
1110
P R I NT
1111
PAUSE
1112
SCROLL
1114
SCROLL
1120
RETURN
130©
SCROLL
13 10
RETURN
13 15
SCROLL
132 0
E . "
PRINT
133©
PAUSE
1340
RETURN
1400
SCROLL
140 1
LET A =
1402
IF A = 1
YOU FIND ONE WHICH
"ANOTHER
30
ROOM .
"THERE
NOTHING HER
14-01 LET A = I NT (RND*2)+1
14-02 IF A = 1 THEN PRINT "YOU REST
AND THEN MOUE ON . **
14-03 IF A=2 THEN GOSUB 1406
1404 PAUSE SO
1405 RETURN
14.0S PRINT "WHILE RESTING A THIE
F COMES BY"
1407 SCROLL
14.03 PRINT "AND TAKES YOUR GOLD
AND WEAPONS."
1409
14-10
14 11
14 13
1414
14-20
ISO©
ISO 1
15 10
GOLD "
15 1 1
15 12
15 13
15 14-
ISIS
«#*■'
ISIS
1520
1530
153 1
1532
1534
1540
1S00
IS 10
1615
1S20
LET G=G—G
LET W=W—W
PAUSE 30
SCROLL
SCROLL
RETURN
GOSUB 659
SCROLL
PRINT "YOU
P R I NT
PRINT
P R I NT
PRINT
PRINT
PAUSE 10
LET G=G +
LET S=S+
IF S > 350
HAUE FOUND SOMI
AT
14,3
AT
15,3;
AT
16,3;
AT
17,3,
AT
13 , s;
100
G +2©
3 + 10
1645
1643
15 5 0
1S51
1S55
165 S
1660
1SS5
16 7 0
1675
1630
1700
1701
17 10
PON "
1 7 1 1
17 12
1713
17 14.
17 15
1716
17 17
17 IS
17 IS
1720
1725
1730
1740
174-5
1750
1760
ISO©
1320
1330
PRINT "YOU HAUE MET A ";M$
PAUSE 3©
CLS
SLOW
PRINT "HAUE YOU A WEAPON 7"
IF W =0 THEN GOTO 2115
IF W<1 THEN GOTO 1660
PRINT "YES"
LET W =W — 1
PRINT "YOU HAUE KILLED IT"
GOTO 510
GOSUB 65S
SCROLL
PRINT "YOU HAUE FOUND A WEA
PRINT AT 9,14;" ■
PRINT AT 10,14;" ■
PRINT AT 11,14;"Ji
PRINT AT 12,14;" ■
PRINT AT 13,14;" ■
PRINT AT 14,14; ", ■
PRINT AT 15,14;" ■
PRINT AT 16,14;" ■
PRINT AT 17,14;" ■
PRINT AT 13,14;
LET W = W + 1
LET S = S + 10
IF S > 350 THEN GOTO
SCROLL
SCROLL
RETURN
CLS
PRINT AT 5,10;"QSHI
P RINT AT S . © ; '' ■■■ , I
1300
5,10;
S , O ; "
GOTO 130©
SCROLL
SCROLL
RETURN
FAST
CLS
LET A = INT (RND*3) +1
IF A = 1 THEN LET M * = "
mamm
135 1
WMUKBiti
KE TO
MB :|m
1355
..
I860
1340 PAUSE 100
134-5 CLS
135© PRINT AT 5/0;"
U HAUE FINALLY AND
CARED FROM THE
MONSTERS.";AT 3,0;
ESCAPE YOU TOOK £ "
RTH OF GOLD AND £";
TH OF WEAPONS."
1SS1 PRINT AT 14,0;
KE TO BECOME EUEN
WELL DONE VO
THANKFULLY ES
HOUSE AND ITS
" DURING YOUR
£";G*S ;",000 WO
"; W * 5; ", 000 WOR
"WOULD YOU
PAUSE 9999
IF INKEY$="N"
THEN GOTO 120
1S 3 0 IF A =2 THEN LET MS
1640 IF A=3 THEN LET M*=
0
1370
r? <
0
1200
1210
1220
2000
2010
2012
20 15
202 ©
2100
2 115
ILED
2120
2 13©
2140
IF INKEY $ = " THI
IF INKEY*="Y" '
N GOTO 1350
HEN GOTO 20
CLS
PR I NT
STOP
CLS
PRINT
PAUSE
CLS
GOTO '
CLS
PRINT
TO
STOP
SAUE
GOTO
WISE DECISION.
"GREEDY
50
HING
"BAD LUCK.YOU HAUE
ESCAP1"
SINCLAIR PROGRAMS January 1984
ZX81 KEYBOARD AT THE SAME
OLD PRICE. £9.95.
There's only one thing wrong with the
ZX8I Its keyboard.
Or rather its lack of one.
Since its flat your fingers don’t feel as if
there's any response to the pressure put on
the keys. \ _.
But our keyboard doesn’t just come
loaded with features. With it comes a separate
overlay and a set of coloured stick-on labels to
make game playing easier.
Its yours for the original price of £9.95.
Whichever way you look at it, we think
you’ll agree that it’s a keyboard that's quite
outstanding.
I Orders to Filesixty Ltd., FREEPOST, London W9 2 BfT 1
| Cheques/PO made payable to Filesixty Ltd. |
Please send me- (qty.) Keyboards at £9.95 each
(including VAT and P&P).
Total £
ZX81 KEYS FILESIXTY KEYS
In other words, you’re not quite sure
which keys you’ve pressed until the screen
actually tells you.
Our new, improved push button keyboard
changes all that.
It matches the ZX81 perfectly. And the
keys give a real calculator-type feel.
To set it up all you have to do is peel off the
adhesive backing and stick it on top of the
ZX81 touchpad.
Because no tampering or soldering is
involved the guarantee is not affected. And it
will last for up to 3‘/2 million operations.
Filesixty Ltd., 25 Chippenham Mews, London W9 2AN. England.Tel: 01-289 3059. Telex: 268 048 EXTLDN G 4087.
BLOCK CAPITALS
Address
SP1/84
SINCLAIR PROGRAMS January 1984
2 REM (WAR!
5 PAPER 5- INK y BUPDER 1* L
LS
10 CO SUB 5G0O
20 GO SUB 5000
50 INPUT ; FLASH 1; "Do sou utis
h to go first- <Y/N>";x*
55 LET c-*e- GO SUB 8000
40 IF vS-'-v OR x*-"Y" THEN GO
TO 200
bO GO SUB 2l0 GO TO 400
200 REM PRINT STATUS
205 GO SUB 210- GO TO 308
210 INK 5- BRIGHT l
220 FOR J=1 TO 7
230 PRINT AT 7,C<4*J>-3>;" "
240 IF a<15-J »0 THEN PRINT AT
7»C < 4U )—3 >; a< 15- 0
250 NEXT J
260 FOR J^l TO 7
265 PRINT AT 14.<l♦<4* J> > j " "
270 IF ?< »:*>0 THEN PRINT AT ’4,
' l+< 4*J>>;A<J>
200 NEXT J
290 RETURN
300 LET h-0 FOR x-1 rtj g- LET
h*h-»-a< x> : NEXT x- IF h-0 THEN LC
T "1■ GO SUB 1O00- GO TO 400
305 IF 2»6 THEN GO SUP 750- GO
TO 340
310 INPUT ; FLASH l*"Enter cuP
number < 1-6 >";c
32W PRINT AT 21,0;"You chose cu
P "; c
330 IF c.=Q THEN RUN
334 IF 06 OP C< 1 THEN GO TO 30
0
340 GO SUB 1000
350 GO SUB 210
400 REM COMPUTERS TURN
401 IF 2-1 OR 2-6 THEN GO TO 70
0
402 IF 2-2 THEN GO TO /■ 00
403 IF 2-'-: THEN GO TO 4W
404 IF ?“4 THEN GO TO 880
405 Ir 2-5 THEN Go Tn -ini'
403 REM MOVE l EVTJ. :j
403 TOR J-l TO 6
41.0 rr AC 14-J X>0 THI N GO T " 44
0
420 NEXT J
430 GO TO 460
440 LET C-14-J
445 PAUSE 50- PRINT AT 21,17;"S
Pectrum euP FLASH l;7-j- PRUS
E 100 PRINT AT 21,0;"
M
450 GO SUB 1000
460 LET T-0- FOR X~1 TO 6- LET
T“T+A<X ) i NEXT X- IF T-0 AND A<7
•>>24 THEN CL3 • PRINT AT 4,6; "A
W A R 1 Level ";t;AT 10,7; FLA
SH 1;"YOU WIN ";A<7>;" TO ";48-A
< 7 > : GO TO 500
461 LET T=Q FOR X»3 TO 13 EFT
T-T+fl<X>- NEXT y IT T-0 AND A<
14>>24 THEN CLS PRINT AT 4,6;"
A W A R I Level "• z;flT 10,8; F
LASH t; " I WIN ";A<14 >;" TO "
A<14)' GO TO 500
462 IF A<7>*fK 14>-4€* THEN CLS >
PRINT AT 4,6;"A W A R I Level
";z;AT 10,12; FLASH 1;"A DRAW"-
GO TO 580
470 GO TO 20O
499 STOP
500 INPUT ; FLASH 1;"Press ENTE
P to Play again.";x* RUN
6O0 REM MOVE LEVEL 2
605 LET H-0
610 FOR J-l TO 6
612 IF A(14—J >-J THEN GO TO 440
615 IF AC14-J >>H THEN LET H-A<1
4-J >
620 NEXT J
630 FOR J=1 TO 6
635 IF fl<14-J>«H THEN GO TO 440
640 NEXT J
650 STOP
700 REM MOVE LEVEL l
705 LET H-0
710 FOR J=1 TO 6
712 IF <R< 14-J >-K 14-J >»-14 THE
N GO TO 440
715 IF AC14-J »H THEN LET H-fiC1
4—J >
720 NEXT J
730 FOR J-l TO 6
735 IF R<14-J H THEN GO TO 440
740 NEXT J
745 STOP
750 PEM AUTO move
760 FOR r-6 TO 1 STEP -1
762 IF R< c >+c N ~7 THEN GO TO 795
779 NEXT c
7e8 FOR c-1 TO €
705 IF ACrV'O THEN CO TO 795
790 NEXT c
795 PRINT AT 21,0;"You move cuP
";ci PAUSE 59
799 RETURN
900 PEM MOVE LEVEL 4
310 LET J-INT ( RNDT6 >*1
320 IF ft< 14—JXXJ THEN GO TO 44
0
838 LET h*0• FOP x-1 TO 6- LET
h«h+a<14-x >■ NEXT x
949 IF h>0 THEN GO TO 810
850 GO TO 440
900 REM LEVEL 5
910 LE T J*C
920 GO TO 020
1008 REM MOVE USING CUP C
10O1 IF ACO-0 THEN RETURN
1005 GO SUB 0000
1010
FOR J-C+1 TO RCC HC
1020
LET K-J
1030
IF J>14 THEN LET
K-J-
-14
1040
LET AC K >-A< K >+1
1050
NEXT J
1960
LET £K C
1070
IF NOT A<K>-1 OR
NOT
K-7 OR
NUT
K—14 THEN RETURN
1080
LET AC K >-A< K >*A< 14-K >
1090
LET fl<14-K >®0
1100
RETURN
5000
REM PRINT BO ARC’
5005
CLS
5010
PRINT AT 1,5;" A
W A
P 1.";
TAB 20;"LEVEL ";Z
5015 GO SUB 600O
5020 PRINT AT 4,1; INK 1; BRIGHT
1;"ST € 5 4 3 2 1"
5030 LET a*-"a da da da da
da da d" ~ —
5035 LET b*-"b fh fh fh fh
£b fb _f" —
5040 LET c*-"c_ec_ cc _ec_ec_
ec_ec_ e" — — — — —
5058 PRINT AT 6,0; INK 7; BRIGHT
l,a*.AT 7,0;b*;AT 8,0;c*.AT 13,
4;a*;AT 14,4;b*;AT 15,4;eS
5060 PRINT AT 17.1:; INK 1 CRIC
HT 1 ;."CUP 1 2 3 4 5 6
ST"
5090 DIM AC14>
5100 FOR J-l TO 14
5110 IF J-7 OR J—14 THEN GO TO 5
138
5120 LET Ac J >-4
5139 NEXT J
5999 RETURN
6080 REM set-up UOG
48
SINCLAIR PROGRAMS September 1983
T HE AIM of Awari is to finish
with more beans in your score
cup than the computer has in its
score cup. You each begin with four
beans in each of your six cups and an
empty score cup each.
Choose a cup and the teams in it will
be removed and distributed singly into
the following cups. No bean can be
removed from a score cup. Thus, if you
choose bowl three initially it will be
emptied and an extra bean will appear
in bowl two, bowl one, your score bowl
and the sixth computer bowl. Several
levels range from easy to extremely
difficult, and include an option for a
demonstration game.
This professional-quality program
was written for the 16K Spectrum by
Terry Hainsworth of Radclifle-on-
Trent, Nottinghamshire.
e
IT i
6010 FOP f«0 TO 6 * FOR 9=Q TO ?•
READ POKE USR CHR* C 144+0+9
.a NEXT 9' NEXT C
6020 DATA 36,144,16,16.16,16.16,
16
6030 DATA 16,16,16,16,16,16,16,1
6049 DATA 16,16.16,16,16,16,3.7
665G DATA 6,3,8.6,8.8,8,8
6068 DATA 8.8,8,8,8,8,16,224
6070 DATA 8,8.8,8,8,3,8,8
6880 DATA 0,0,0,0.0,0,0.25b
6098 RETURN
8000 REM sound
3010 BEEP .l,<c*3>-4 BEEP .l,e*
3- BEEP .l,<crj>+4
8820 RETURN
9000 REM LEVEL OF PLAY
9O10 CLS
9020 PRINT AT 13,O; FLASH 1j"RLE
ASE ENTER LEVEL OF PLAY*'
9038 PRINT AT 16,3;"1 - HARD"
9040 PRINT AT 17,3;“2 « EASY"
9050 PRINT AT 18,3;"3 - EVEN EAS
IEP"
9GS5 PRINT AT J9,9;"4 = BEAT THE
MONKEY"
9057 PRINT AT 28,3;“5 ~ BEAT THE
ZOMBIE"
9058 PRINT AT 21.3;"6 » DEMONSTR
ATIOK"
9068 INPUT 2
9064 if ?/\ 0 P 2^6 THEN CO TO 90
00
9068 LET CO SUB 8890
9870 RETURN
9950 CLS
9968 CLEAR
9980 SAVE "AWARI" LINE 1
SINCLAIR PROGRAMS September 1983
P LING is an old routine. Its au¬
thor, Ken Rylett of Manchester,
reports it as very similar to the
first video game he played and we
believe him. It is worth taping, since
nobody criticises the Mona Lisa for
being an old picture.
The game is for two players, each
with a goal and a bat with which to
defend it. A ball is bouncing around the
court and the rest is as you would
expect. Full instructions are supplied
and a running score is kept.
A conventional routine well worth
having. After all, nobody criticises foot¬
ball for not being new. (48K Spectrum).
nr
w
""'is
■/i
m
r.t
U
q/L
%
ft ’
'M
nil
$
\4f/i
iOO0 SEM H
1010
1020 POKE 23658,8: GO SUB 9500:
30 SU5 9000
1030
3000 REM
= 010
=020 LET b-30 LET *=-l
2030 LET y=INT (BNDv 6 *l)
2040 IF RND <.5 THEN LET y=y *12
20S0 LET Z =1
=060 XF RND4.5 THEN LET Z=-Z
2070 PRINT INK 1 ;RT y , bi
2080 IF IN 63486*254 THEN GO SUB
3020- GO TO 2120
=090 IF IN 64610=254 THEN GO SUB
3030: GO TO 2120
2100 IF IN 61438=254 THEN GO SUB
wa-. nn to 2 .u=o
2110 IF IN 57342=254 THEN GO SUB
..
2120 PRINT RT y,b;" "
2130 XF RTTR (y »z , bJ =64 THEN LET
Z=-Z: BEEP .1,10
2140 IF RTTR (y*Z,b»M)=64 THEN L
ET •»=-*: BEEP .1.10
2150 LET y =y »Z : LET b = b*w
2160 IF b =0 OR b=31 THEN GO TO 4
2170 GO TO 2670 _
3000 REM K Wt M
3010
3020 IF 11>1 THEN PRINT RT 11.2.
• ";RT lb,2;“ LET lt=lt-l: LE
T lb=»b-l; PRINT PRPER O,RT It,2
;*• ";«T Lb, 2:" RETURN
3030 IF lb<20 THEN PRINT RT It,2
";AT lb,2;” ”.- LET ll = ltn. l
ET lb = lb*l: PRINT PAPER 0,RT It.
2 ; " **; at lb. 2 ;- **: return
3040 IF rl>l THEN PRINT RT ft,29
",AT rb,29;“ LET ftsft- 1 :
_ET f b=f b-1. PRINT PRPER 0;RT ft
,29; " ";RT r b,29;“ “: RETURN
3050 IF f b <20 THEN PRINT RT ft,2
3;- **;RT f b,29; “ **: LET rt=fUl:
LET fbsfbtl: PRINT PRPER 0;HT f
t.29, ~ "; RT f b,29; ** " : RETURN
3060 RETURN
3070
1010
L020 XF b=0 THEN LET =9ftl: LE
r ba3B. GO TO 4040
1030 LET 9 t=g1*1: LET b=l
1040 PRINT FLRSH 1, BRIGHT Xl PR
PER 6 , INK 0.RT 4.5:yl,AT 4,25;9
r IF 91-5 OR 9f=5 THEN GO TO 40
1050 FOR n =1 TO S00; NEXT n
1060 PRINT AT 4,5;" AT 4,25;"
1070 GO TO 2030
10S0 PRINT FLASH 1.AT 10,5,"ANY
KEY TO PLAY AGAIN. FOR «1=1 TO
500: NEXT N
4090 IF INKEY*="" THEN 60 TO 409
1100 PRINT RT 10,5;"
“-AT 4,5;" ”;RT 4.25;"
LET 91:0: LET 9r =0: GO TO 20
♦lie _
9000 REM n»
9010
9020 FOR n =0 TO 7
a : POKE USA "A"*n , a
>040 NEXT n
3050
, 126.
3060
9100
9110
3120
9130
3140
9150
3160
9170
21 . 0 :
DRTA 60,126,255,255,255,255
60
LET lt=10; LET lb=l1
LET f t =10: LET f b = ll
SORDER 2. PRPER 5: BRIGHT 1
INK 0 : CLS
PRINT PAPER 0;RT It,2 "
PRINT PAPER 0;RT lb,2 "
PRINT PRPER 0;RT ft.29;” "
PRINT PRPER 0;RT fb,29;" "
PRINT PRPER 0;RT 0,0;”
"< OT
3180 FOR n = 1 TO 8
319B PRINT PRPER O;RT n,@;" ";AT
3 2?2 3 l 0; ” “' Br n,3l;" ";at n+13,
3200 NEXT n
3210 LET Jl= 0 : LET gr =0
3220 RETURN
9230 _
9500 REM aftfl—W
3S10
3520 BORDER X: PAPER 1: INK 0:
9530 PRINT PRPER 6 ; BRIGHT 1;RT
1,12;** PLING "
3540 PRPER 7
9550 PRINT RT 4,0;" This is a 2
> l a y e r g.*m* ", RT 10 , 0 ;- Left pi
9y er 1 for op ",RT 12,16;" O
«»ynv piayer
own " ' UP ; ” T IB, IS;" P d
!®ls i Set3rn enter to PLfiY LIN
»r up ; RT 12,16;" <
i 6 ,0 ; "Ri9h t p layer
8
SINCLAIR PROGRAMS May 1983
Y OU ARE trying to break into
Fort Knox to steal as much
money as possible. You will
have to experience many trials before
you leave dead — or a millionaire.
Fort Knox was written for the 16K
ZX-81 by Gordon Bold of Edinburgh.
2 LET AG-G
2 LET Hb*0
4 LET NS="
5 GOSUB 5000
6 PRINT "HOW MANY PLAYERS?"
7 INPUT PL
8 LET S*=0
9 FOR W-l TO PL
10 PRINT laaer W
11 LET S-0
12 PAUSE 7b
13 CLS
14 PRINT "fort knox n"
lb PRINT AT 0,i4;"hi9h score;"
;HS
17 PRINT AT 1,14; m jN«
18 PRINT AT 2,l4>"a9e=";AG
22 PRINT AT 5/7;"INSTRUCTIONS?
< Y/N >"
23 INPUT I*
24 IF IS«"N" THEN GOTO 108
25 IF I*-"Y" THEN GOTO 30
30 PRINT AT 5,7;"instruction*
M
33 PRINT iI "YOU ARE TRYING TO
BREAK INTO A SPECIAL BANK WHICH
CONTAINS OVER£100< 000,000.YOU W
ILL HAVE TO "
34 PRINT "OVERCOME MANY DANGER
S ON YOUR WAY TO THE VAULT.DUR
INC THE GAMEYOU GAIN AND LOSE PO
INTS. "
3b PRINT "YOU ARE REPRESENTED
BY AN ""0"”"
40 PRINT "IF YOU COMPLETE A TA
SK SUCCESSFULLY YOU WIL
L CHANGE TO AN <<io>>,IF NOT YOU
WILL CHANGE TO AN «!*>>."
80 PRINT /,"PRESS N/L TO CONTI
NUE"
90 IF INKEY*-"" THEN GOTO 90
108 CLS
109 LET A-INT <RND*3)+1
110 PRINT "Phasell!"
120 PRINT "THERE ARE 3 PASSAGE*
WHICH LEAD TO THE VAULT.1 OF TH
E PASSAGES HAS AN ALARM"
140 PRINT "TYPE IN WHICH PASSAG
E (1 TO 3)"
150 INPUT C
170 PRINT
180 PRINT AT 7,0;"<0*99'i&P zP■
ISP'2*99’1SP SP•isP 2*99’ISP SP’
ISP'11*99 >"
162 FOR F-l TO 7
184 PRINT "<8*9h : isP•sP•isP ’2*9
h’isP sP'isP'2*9hisp sp•isp• 11*
9h>"
185 NEXT F
186 PRINT AT lS,0;"<8*9f isp sp
■isp 1 2*9f : isp sp isP : 2*9f 'isp sP
•isP «ll*9f>"
190 IF C-l THEN LET Y-9
200 IF C-2 THEN LET Y-14
210 IF C-3 THEN LET Y-19
220 LET X-6
230 PRINT AT X,Y;" "
240 LET X-X+l
250 IF X-15 THEN GOTO 300
255 IF X-10 AND C-A THEN GOTO 3
50
260 PRINT AT X,Y;"0“
270 GOTO 230
300 PRINT AT X,Y;“<io>"
302 PRUSE 75
305. CLS
306 LET Q-INT <RND*30)+10
308 PRINT "YOU HAVE ELUDED THE
ALARM AND "
310 PRINT "HAVE GAINED M ;O*100
POINTS"
330 GOTO 400
350 PRINT AT X,Y;"<i*>“
352 PAUSE 75
354 CLS
355 PRINT “YOU HAVE BEEN ARREST
ED BY A"
360 PRINT "POLICEMAN.YOU LOSE 5
00 POINTS AFTER BRIBING HIM"
365 LET S-S-500
368 PRINT ,,"score ";S
370 PRINT ,,"PRESS N/L TO TRY A
GAIN"
380 IF INKEY*-"" THEN GOTO 380
390 GOTO 105
400 LET S-S+< 0*100 >
405 PRINT ,,"score ";S
410 PRINT ,,"PRESS N/L TO CONTI
NUE"
420 IF INKEY*-"“ THEN GOTO 420
430 CLS
440 PRINT "Phase 2"
450 LET Z-INT <RND*6>+1
455 PRINT ,,"YOU HAVE FOUND A K
EY RND MUST PUT IT INTO 1 OF T
HE DOORS < < id ) >. USE THE CURSOR
KEYS TO MOVE AROUND"
456 PRINT ,,“PRESS N/L TO CONTI
NUE“
457 IF INKEY*-"" THEN GOTO 457
458 CLS
459 LET L-6
460 LET C-4
461 LET X-INT <RND*5>
462 LET Y-INT <RND*5>
464 PRINT AT X,Y>"<id>"
470 LET A-INT <RND*5>
472 LET B-INT <RND*b>
474 PRINT AT A,B;"<id>"
475 PRINT AT L,C>" "
477 LET L-L+< INKEY**"6'* >-< INKEY
•-"7">
478 LET C-C+< INKEY*-"8" INKEY
*-"5" >
480 IF L-X AND C-Y THEN GOTO 5b
0
485 IF L-A AND C-B THEN GOTO 57
0
490 PRINT AT L,C;"G"
500 GOTO 475
550 PRINT AT L,C;"<io>"
555 PAUSE 75
SINCLAIR PROGRAMS January 1984
39
556 CLS
560 PRINT "WELL DONE YOU CHOSE
THE CORRECT DOOR AND CAN CONTINU
E TO THE NEXT PHASE"
562 PRINT "YOU HAVE SCORED ";<Z
*Z*100>;" POINTS"
563 LET S-S-K Z*Z*100>
564 PRINT ,."score "jS
565 PRINT ,,"PRESS N/L TO CONTI
NUE"
566 IF INKEY*-"" THEN GOTO 566
567 CLS
566 GOTO 600
570 PRINT AT L,C;"<i*>"
575 PAUSE 75
576 CLS
578 PRINT "HARD LUCK.YOU CHOSE
THE WRONG DOOR AND HAVE FALLEN
INTO A PIT YOU LOSE 50O POINTS
CLIMBING OUT"
380 LET S-S-500
581 PRINT ,."score ";S
582 PRINT ,,"PRESS N/L TO TRY A
GAIN"
584 IF INKEY*-"" THEN GOTO 504
586 CLS
590 GOTO 439
600 PRINT "Phase 3"
610 PRINT .."YOU HAVE TO WALK A
LONG A PLANK BECAUSE OF THE GUA
RD DOGS BELOW 8E CAREFUL.SOME OF
THE PLANK IS ROTTEN"
612 PRINT "THERE IS A CROWBAR <
+> AT THE END OF THE PLANK.IF
YOU HIT IT YOU WILL GAIN POINTS
615 PRINT "USE " U W"“ TO WALK AN
D ""J"" TO JUMP"
629 PRINT .."PRESS N/L TO CONTI
NUE"
630 IF INKEY*— M " THEN GOTO 630
640 CLS
700 LET L-4
70S LET C«0
710 PRINT AT 5.0; H <e7-2*sP '2*9?
! sP 97 1 SP : 2*97 ' 4 *sP 97 -2*SP- 2*97
>"
712 PRINT AT 12,G;"<l9*9a >"
715 PRINT AT 4, 17; " + "
720 PRINT AT L.C;" "
730 IF INKEY*-"W" THEN LET C-C+
1
735 IF L-4 AND C-l OR L-4 AND C
-2 OR L-4 AND C-3 OR L-4 AND C-7
OR L-4 AND C-10 OR L-4 AND Oil
OR L-4 AND C-l2 OR L-4 AND C-13
OR L-4 AND C-15 OR L-4 AND 016
THEN GOSUB 900
737 IF INKEY*-"J" AND L-L+l AND
C-C+l THEN GOTO e50
740 IF INKEY*-"J" THEN GOSUB 95
0
745 IF INKEY*< >"J" AND L<4 THEN
GOSUB 1000
747 IF INKEY*-"J" AND L-L+l AND
C-C+l THEN GOTO 850
750 PRINT AT L,C;"U"
760 IF L-4 AND G-18 THEN GOTO 1
200
765 IF 019 THEN GOTO 802
766 IF 0-18 AND L<>4 THEN GOTO
802
770 IF C-l9 AND L-4 THEN GOTO 1
500
775 LET Z-INT <RND*20>+1
780 IF L-4 AND C-l7 THEN LET S-
S+< Z*20 >
800 GOTO 720
802 PRINT AT L.C;"<l*>"
803 PAUSE 100
804 CLS
805 PRINT "YOU HAVE JUMPED OUT
OF THE BANK"
810 PRINT "YOU LOSE 1000 POINTS
812 LET S-S-1000
814 PRINT ,,"score ";S
015 PRINT ,,"PRESS N/L TO TRY A
GAIN."
e20 IF INKEY*-"" THEN GOTO 820
825 CLS
030 GOTO 700
850 PRINT AT L,C;"<i*>"
853 PAUSE 75
860 CLS
862 PRINT "YOU CHEATED.THE 2X81
DOES NOT LIKE CHEATS."
865 PRINT score ";S
866 PAUSE 120
867 IF S<HS AND W<PL THEN GuTQ
890
668 IF S>HS THEN GOTO 4005
890 PRINT ,,"PRESS N/L FOR NEXT
PLAYER"
e9l IF INKEY*-"" THEN GOTO 891
892 CLS
893 NEXT W
894 GOTO 8
910 PRINT AT L.C;" "
915 PRINT AT 11 ,C; "< l*
916 PAUSE 75
917 CLS
920 PRINT "A HUNGRY ALSATIAN GU
ARD DOG HAS ATTACKED YOU AND GOB
BLED YOU UP"
922 PRINT ,."score “;S
923 PAUSE 150
925 IF S>HS THEN GOTO 4005
926 IF W-PL THEN GOTO 6000
93© IF S<HS AND W<PL THEN GOTO
934
934 PRINT PRESS N/L FOR NEXT
PLAYER"
935 IF INKEY*-"" THEN GOTO 935
940 CLS
942 NEXT U
945 GOTO 8
950 LET L-L-l
960 LET C-C+l
980 GOTO 720
1000 LET L-L+l
1001 LET C-C+l
1002 IF INKEY*-"J" THEN GOTO 850
1005 IF L>-4 THEN LET L-4
1130 RETURN
1200 PRINT
1205 PRINT AT 5,l8;“<9h>"
1206 PRINT AT 5,19;" C8*9h>"
1210 PRINT AT 6,18;"< 9h) <8*9h>"
1220 PRINT AT 7,l8;"<9h) <8*9h>"
1230 PRINT AT 8,18;"<9h> <8*9h>"
1240 PRINT AT 9,18;"<9h> <8*9h>"
1259 PRINT AT 10,l6;"<9f>
•I
1260 PRINT AT 11,18; "<90
1270 PRINT AT 12,18;"<10*9f>"
1280 GOTO 720
1500 PRINT AT 4,19;" "
1505 LET L-ll
1506 LET C-l9
1510 PRINT AT L.C;" "
1511 LET C-C+l
1512 IF C-27 THEN GOTO 1515
1513 PRINT AT L,C;"0"
1514 GOTO 1507
1515 PRINT AT L,C;"<io>"
1520 PAUSE 150
1530 CLS
1535 LET X-INT <RND*10O>+1
1540 PRINT "WELL DONE.YOU HAVE G
AINED ";X*100;" POINTS FOR FIND
ING THE CORRIDOR"
1550 LET S«S+<X*100>
1560 PRINT ,,"score ";S
1600 PRINT PRESS N/L TU CONTI
NUE"
1610 IF INKEY*-"" THEN GOTO 1610
1620 CLS
1700 PRINT "Phase
1720 PRINT ,,"THERE IS A STEEL D
OCR IN THE CORRIDOR.YOU MUST
INPUT THE AMOUNT OF EXPLOSIV
ES TO BE USED"
1725 PRINT “<1 OR 2> TONS."
1730 PRINT ,,"PRESS N/L TO CONTI
NUE"
1735 IF INKEY*-"" THEN GOTO 1735
1740 CLS
1745 PRINT AT 5,0;"<32*9h>"
1750 PRINT AT 8,0."<32*9h>"
1755 LET L-7
1756 LET C-l4
1760 PRINT AT L.C;"0"
1770 PRINT AT 6,15; “< isP >"
1780 PRINT AT 7,15; "<isP>"
1800 LET V-INT < RND*2 >+l
1810 INPUT I
1020 IF IOV AND V-l THEN GOTO 1
850
1825 IF IOV AND V-2 THEN GOTO 1
680
1840 IF I-V THEN GOTO 1950
1850 PRINT AT L,C;"0*Y
1051 PRINT AT 6,15;" ";AT 7,15;"
M
1055 PAUSE 100
1858 CLS
1860 PRINT "TOO MUCH EXPLOSIVE.Y
OU HAVE BLOWN YOURSELF UP"
1862 PRINT ,,"score ";S
1863 PAUSE 120
1865 IF S>HS THEN GOTO 4005
1866 IF S<HS AND W<PL THEN GOTO
1869
1867 IF W-PL THEN GOTO 6800
1869 PRINT "PRESS N/L FOR NEXT P
LAYER"
1870 IF INKEY*-"" THEN GOTO ie70
1872 NEXT W
1875 CLS
1878 GOTO 8
1980 PAUSE 100
1885 CLS
1886 LET Q-INT <RND*20>+1
1888 PRINT "NOT ENOUGH EXPLOSIVE
.YOU LOSE ";Q*100;" POINTS"
1889 LET S-S-< G*100)
1890 PRINT ,,"score ";S
1893 PRINT ,, "PRESS N/L TU Tf?Y A
GAIN"
1895 IF INKEY*-"" THEN GOTO 1893
1696 CLS
I960 GOTO 1740
1950 PRINT AT 6,15;" "
1960 PRINT AT 7,15;" "
1965 PRINT AT L.C;" "
1970 LET C-C+l
1980 PRINT AT L,C;"0"
1990 IF C-31 THEN GOTO 1995
1992 GOTO 1965
1995 PRINT AT L,C;"<iO>"
2000 PAUSE 75
2003 CLS
2010 PRINT "WELL DUNE.YOU HAVE G
OT THROUGH THE STEEL DOOR AND H
AVE GAINED 2000 POINTS"
2015 LET S-S+2000
2020 PRINT ,,"scoreL";S
2030 PRINT ,,"PRESS N/L TO CONTI
NUE"
2040 IF INKEY*-"" THEN GOTO 2040
2050 CLS
2100 PRINT "Phase 5"
2110 PRINT ,,"YOU ARE IN A LARGE
ROOM AND THE FLOOR WILL BECOME
ELECTRIFIED"
2120 PRINT "AFTER 100 SECONDS.YO
U MUST FIND THE HIDDEN SWITCH BE
FURE"
2130 PRINT "YOUR TIME RUNS OUT"
2132 PRINT "IF YOU TURN IT OFF 1
N TIME A CORRIDOR IS PRINTED"
2133 PRINT "IF YOUR TIME RUNS OU
T THE SWITCHIS PRINTED"
2133 PRINT “USE THE CURSOR KEYS
TO MOVE AROUND"
2140 PRINT ,,"PRESS N/L TO CONTI
NUE"
2150 IF INKEY*-"" THEN GOTO 2158
2160 CLS
2175 LET T-100
2194 LET L-7
2196 LET C-0
2200 PRINT AT 5,0;"<7*9h-10*sP■9
h>"
2210 PRINT AT 8,0;"<7*9h*10 *sP 9
h>"
:220 PRINT AT 4,6; "< 9h 10*aP 1 9h>
t
2230 PRINT AT 3,6;"<9h 10*sP•9h>
2235 PRINT AT 6,6;"<1l*sP•9h>"
2240 PRINT AT 2,6;"<9h■10*sP 9h>
*
2245 PRINT AT 7,6;"<1l*sP■9h>"
2250 PRINT AT 1,6;"<9h>10*sP 9h>
M
2260 PRINT AT 0,6;"<I2*9h>"
2270 PRINT AT 9,6;"<9h^10*sP■9h>
M
22G0 PRINT AT 10,6;"<9h-10*sP-9h
2290 PRINT AT 11,6;"<9h•10*sP■9h
40
SINCLAIR PROGRAMS January 1984
2300 PRINT FIT 12,6; "< 9h 10*sP 9h
>"
2310 PRINT AT 13,6;"<9h■10*sP-9h
>"
2320 PRINT AT 14,6; "< 12*9h>"
2325 LET X-1NT <RND*12>+1
2326 LET Y-INT <RND*9>+7
2330 PRINT AT L,C;" “
2333 PRINT AT X,Y;"-"
2335 LET T-T-l
2340 LET L-L+<1NKEY*«"6">-<INKEY
*-"?">
2350 LET C-C-K INKEY*-"8 M )-< INKEY
*•"5" >
2355 IF L<-0 THEN LET L-l
2356 IF L>-14 THEN LET L-13
235? IF 0-17 THEN LET C-16
2350 IF L< >7 AND C<-6 THEN LET C
-7
2360 IF L-X AND OY THEN GOTO 25
00
2365 IF 06 THEN PRINT AT 6,6; "<
9h >"; AT 7,6; "< 9h >"
2370 IF T— 1 THEN GOTO 2600
2380 PRINT AT L,C;"Q"
2390 PRINT AT 0,22;"time ";T;" "
2400 GOTO 2330
2500 PRINT AT L,C;" "
2501 PRINT AT 14,8;"
2502 PRINT AT 15,7;"<9h 3*sP■9h ;
2503 PRINT AT 16,7; ’’<9h 3*sP «9h >
II
2504 PRINT AT 17,7;"<9h 3*sP-9h>
II
2505 PRINT AT 18,7;"<9h*3*sP«9h)
fl
2506 PRINT AT 19,?;”<9h 3*sP'9h>
II
2507 PRINT AT 20,7;"<9h-3*sP•9h>
M
2508 LET L=15
2509 LET C-8
2510 PRINT AT L,C;" "
2511 LET L-L+l
2512 IF L-20 THEN GOTO 2515
2513 PRINT AT L,G;"0"
2514 GOTO 2510
2515 PRINT AT L,C;"<io>"
2513 PAUSE 120
2520 CLS
2530 PRINT "YOU TURNED OFF THE S
WITCH IN TIME.YOU SCORED ";T*
100;" POINTS"
2535 LET S-S+<T*100)
2540 PRINT ,,"scor* ";S
2550 PRINT ,,"PRESS N/L TO CONTI
NUE"
2560 IF INKEY*-"" THEN GOTO 2560
2565 CLS
2570 GOTO 2700
2600 PRINT AT L,C;"<x*>"
2605 PRINT AT X,Y;"-"
2610 PAUSE 100
2620 CLS
2630 PRINT "YOU HAVE BEEN ELECTR
IFIED."
2640 PRINT ,,"score “;S
2642 PAUSE 120
2645 IF S>HS THEN GOSUB 4005
2650 IF S<HS AND U<PL THEN GOTO
2659
2655 IF U-PL THEN GOTO 6000
2659 PRINT ,,"PRESS N/L FOR NEXT
PLAYER"
2660 IF INKEY*-"" THEN GOTO 2660
2670 CLS
2672 NEXT U
2680 GOTO 8
2700 PRINT "Phase 6"
2710 PRINT ,,"YOU HAVE FINALLY R
EACHED THE VAULT.THE COMBINAT
ION WILL BE PRINTED FOR A FEU"
2720 PRINT "SECONDS.YOU MUST REM
EMBER IT ANDTYPE IT IN WHEN YOU
ARE TOLD"
2725 PRINT "IF YOU INPUT THE URO
NG COMBINATION THE CORR
ECT ONE WILLBE PRINTED"
2730 PRINT "GOOD LUCK."
2740 PRINT ,,-PRESS N/L TO CONTI
NUE"
2750 IF INKEY *-"" THEN GOTO 2750
2760 CLS
2770 LET L-15
2780 LET C-9
2790 PRINT AT L,C; M -
2800 PRINT AT 16,6; "<9Jv5**P 9h>
tt
2801 PRINT AT ll,6;"<9h 5*sP 9h>
•I
2882 PRINT AT 12,6;"<9h 5*aP 9h>
••
2803 PRINT AT 13,6;"<9h 5*sP 9h>
2304 PRINT AT 14,6;"<9h•5*sP•9h>
99
2805 PRINT AT 15,6; "< 9h 5W 9h >
If
2810 PRINT AT l6,6;"<9h 5*xsP 9h
>“
2811 PRINT AT 17,6;"C9h -5*sP 9h>
*
2812 PRINT AT 18,6;"<9h btsP -9h>
99
2813 PRINT AT I9,6;"<9h 5*sP 9h>
•I
2814 PRINT AT 20,6;“<9h • 5*sP 9h)
M
2820 PRINT AT L,C;"0 M
3000 LET M-INT < RND*21000)+10000
3010 PRINT AT 17,7;M
3020 PAUSE 25
3025 PRINT AT 17,7;**
3027 PRINT AT 0,0;"TYPE IN COMBI
NATION"
3028 PAUSE 75
3029 PRINT AT 0,0;"
99
3030 INPUT T
3040 IF T-M THEN GOTO 3500
3050 IF TOM THEN GOTO 3750
3500 PRINT AT 16,8;"
3510 PRINT AT L,C;“ "
3520 LET L-L+l
3530 IF L-20 THEN GOTO 3545
3535 PRINT AT L,C; n O"
3540 GOTO 3510
3545 PRINT AT L,C;"tio>"
3546 PAUSE 100
3550 CLS
3551 FOR F-l TO 21
3552 PRINT "<32*i£>"
3553 NEXT F
3554 PAUSE 100
3555 CLS
3558 LET K-INT <RND*5O0>+100
3560 PRINT "WELL DONE.YOU HAVE 0
PENED THE VAULT AND ARE A VERY
RICH PERSON"
3565 PRINT "YOU SCORED ";K*100;"
POINTS"
3570 LET S«S+<K*100>
3575 PRINT score ";S
3578 PAUSE 100
3580 IF S>HS THEN GOTO 4805
3585 IF S<HS THEN PRINT ,,"PRESS
N/L FOR ANOTHER GO."
3590 IF INKEY*-"" THEN GOTO 3590
3595 CLS
3600 GOTO 5
3750 PRINT AT L,Ci"<X*>"
3770 PRINT AT 15,7;"->";AT 15,10
; "<*"
3780 PRINT AT 17,7;M
3790 PAUSE 150
3800 CLS
3810 PRINT "YOU HAVE BEEN STABBE
D BY TWO PIKES.WHAT A PITY YO
U WERE"
3820 PRINT "SO CLOSE TO THE £108
, 000 , 000 ."
3830 PRINT "NEVER MIND."
3840 PRINT ,,"score “;S
3841 PAUSE 150
3842 IF S<HS AND U<PL THEN GOTO
3850
3844 IF S>HS THEN GOTO 4005
3846 IF W-PL THEN GOTO 6000
3850 PRINT PRESS N/L FOR NEXT
PLAYER"
3860 IF INKEY*-"" THEN GOTO 3860
3870 CLS
3872 NEXT U
3880 GOTO 8
4005 CLS
4006 IF S>HS THEN LET HS-S
4008 PRINT "YOU HAVE THE HIGH SC
ORE"
4010 PRINT "INPUT NAME <1 TO 12
LETTERS >"
4015 INPUT N*
4020 IF LEN N*>12 THEN GOTO 4005
4025 IF LEN N*<«12 THEN GOTO 402
6
4026 PRINT ,,N*
402? PRINT ,,"INPUT AGE"
4028 INPUT AG
4029 PRINT ,,AG
4031 PRINT ,,"0K? <Y/N)"
4032 PAUSE 20
4033 INPUT I*
4034 IF I#-"Y" THEN GOTO 4036
4035 IF I*-"N" THEN GOTO 4005
4036 IF W<PL THEN GOTO 4040
403? IF W-PL THEN GOTO 6000
4040 PRINT ,,"PRESS N/L FOR NEXT
PLAYER"
4045 IF INKEY*-"" THEN GOTO 4045
4050 CLS
4052 NEXT W
4055 GOTO 8
580B PRINT AT 0,4;"<4*isP-3*sP 4
*i*P 3*sP 4*xsP'3*sP '3*isP >"
5010 PRINT AT 1,4,"cisP• 6*sP•isP
2*sP xsP 3*sP * isp 2*sP • isP -4*sP
■ ISP v
5020 PRINT AT 2,4;■•<2*isP»5*sP*i
sP -2*sP ■ isP • 3*sp 4*xsP 4*sP - isp >
M
5030 PRINT AT 3,4;"<isP•6*sP•isP
•2*sP isP 3*sP•isP-sP•isP'5 *sp *l
sP >■
5040 PRINT AT 4,4; *'< isP • 6*sP 4*x
sp 3*sP■isP -sP ' isP '5*sp’ isP >"
5050 PRINT AT 7,2; '•< isP ■ 2*sP - isP
>4tsP xsP'3*sP • isP ! 3*sP ■ 4VxsP '3#
sP • isP -3*sP -• isP )"
5060 PRINT AT 8,2;"<isP sP'xsP-5
*sP 2 * xsP•2*sP-isP-3*sP'isP-2*sP
! isP'4*sP•isP sp• isP >"
5070 PRINT AT 9,2; *'< 2*xsP ' 6*sP ' l
sP• sp• isP ! sP *isP 3*sP•isP•2*sP sl
sP•5*SP•isP y
5080 PRINT AT 10,2;"<isP sp< isP•
5*sP■xsP'2 *sp' 2*xsP'3*sP•isP’2*s
P ■ xsP 4#sP • XSP ' SP ' xsP )"
5090 PRINT AT 11,2;"<isP•2*aP•xs
P 4*aP-isP'3*sP•xsP 1 3*sP 1 4#xsP 1 3
*sP isP' 3*SP « xsP y
5100 PRINT AT 14,9;"<3*xsP ■ 2*sP *
3*isP y
5101 PRINT AT 15,9;"<sP'xsP '4*sP
• xsP >■
5102 PRINT AT 16,9;"<sP'xsP>4*sP
• XSP >"
5103 PRINT AT 17,9;"<sP•isP■4*sP
! x sp >-
5104 PRINT AT 18,9;"<3*isP=2*sP•
3*xsP >"
5106 FOR F-l TO 3
5107 PRINT " BOLDIE SOFT
WARE
5108 NEXT F
5109 PAUSE 150
5110 CLS
5150 RETURN
6000 CLS
6010 PRINT "WELL DONE ";N*
6011 PRINT " YOU SCORE
D THE MOST POINTS AND HAVE WON
THE GAME."
6012 PRINT "YOU SCORED ";H3
6020 PRINT ,,"PRESS N/L TO HAVE
ANOTHER GO"
6030 IF INKEY*-"" THEN GOTO 6030
6040 CLS
6050 GOTO 5
SINCLAIR PROGRAMS January 1984
41
M OVE YOUR CAR along ihe
road, steering left with 8 and
right with 0. Do not crash into
the side of the road or you will lose one
of your two lives. Run over bags of
money to gain extra points. A change in
the colour of the road will be heralded
by a small bleeping sound and each time
the road colour changes it will also
become narrower.
Driver was written for the 16K
Spectrum by Colin Bird of Blackpool,
Lancashire.
1 RfcM "DRIVER" by LUl N BIRD
3 PAPER O' CuRDER O INK ?
4 LET t-2 CO 'Slit .?3U CO SUL
sou
3 LET r*-"bb_ bb"
6 LET jl-J
7 LET s-0
10 ruR n-0 TO 20' PRINT "C32*i
9 fe..v NEXT n- PRiNT ■ ’hhbhht.c njfi
a.8>hbhbbbbbbbbfobbbb"
-0 LEI ri-3
30 TOR 9-0 TO LOO
40 LET s-s+t
SO IF RND>.3 THEN PRINT flT !NT
120. INT < RNDT30 >; INK. 7; INVERSE
1 ; "h"
60 IF RND>.0 1HLN PRINT NT I NT
20,ri+lNT < RND*4 INK 6; iNVLR
SE 1; M c"
70 IF 9M00 THEN BEEP .1,1 BE
HP .1,2 DEEP .1,3 BEEP . 1,1 • I
Nk 6■ LET r~S-"bb bb"
00 IF 9-250 THEN BEEP .1.1 f;E
EP .1,2 BEEP .1,2 BEEP .l, l 0
INK 3- LET r*-"hb bb"
90 IF 9-400 THEN BEEP .1,-10
BEEP .1,-3- BEEP .1,-6 BEEP .l.
-10« INK 6‘ l.EI r*— "bb bb"
100 IF 9-550 THEN BEEP .1,0 BE
Er .1,-10 BEEP .1,0 BEEP .1,-1
0 INK S' LET r*-"2ib. bb "
110 IF 9-7O0 THEN BEEP .1,0 BE
EP .1,10 BEEP .1,-10 BEEP . 1,-
10 INK S' LET rS="bb bb"
120 LET lNkEY*-"0" «-C INKEY
$?; "J?" >
130 BEEP .003,0- BLIP .002,1
140 PUKE 32692,333
130 PRINT AT 21,31;" "
160 IF rl>-10 THEN LET rl-lO
i 70 IF rl<M THEN LET rl~l
100 PRINT NT 21, r 1; IWER 2: IN
VERSE l > r*
130 PRINT AT 0,j- INVERSE 1;"3"
2O0 LET r1=r1+iNT <RND*3> LET
r-i-rl—INT <RHD*3>
210 IT HTTP MO.3 -6 THEN BEEP
.2,10- BEEP .1,-10 BEEP . 1 , 0 - L
ET s-s*30 PRINT NT lO,a; M «"
220 IF SCREEN* < 10-3.V.''" " THEN
CO SUB 230
230 NEXT 9- CLS FUR n-0 TO 10
BEEP .1,1 NT <RNtv*60 > NEXT vr
CU TO !0
240 STOP
230 LET 1=1-1- FOR n-0 TO 3- BE
EP .2,-10- PRINT AT 10,3, FLASH
1;"b"• BEEP .2,-1 PRINT-AT 10 ,3
; FLASH l; "a’ 1 ’ NEXT «
260 IF IM THEN CO SUB 290 NEX
T 9
270 IF l<-0 THEN CLS * BEEP .61
,—10 1 PRINT AT 10,lo;"NO LIVES L
EFT";AT 13,10;"SCORE- - PRINT
AT 21,0; FLASH 1; "ANY KEY T(J CO
NTINUB"- IF INKEYS-"" THEN PAUSE
O- PAUSE 10- RON
2O0 LET rl-5- INK 7 FOR r»-0 TO
20 : PRINT "< 02 * 193 > H NEXT n P
PINT "bbhbbtk 1 0* lo^bbbbbbbbbbbb
bbbb " -
290 RETURN
SOU FOR t'-0 TO 1
OlO FOR n-4 TO 7 INK n
320 BEEP . 02, n+ri
530 PRINT AT O,13;"DRIVER";AT ’
, 12 ; "ccrccccr"
340 PRINT You Must drive 3
l<vn9 the road for as lonO as P
ossible without hittin9 the r.>rK
s < b >, a nd a I so cc 11 gc.1 i n9 the b
39s of mov.es for extra Point's
M
350 PRINT Vo., bsve ov.l^ 2 li
ves"
360 PRINT ’' FLASH 1 "KEY- ri
ASH 0;" '3' is left,"'" '0' is r
i9ht."
370 NEXT V NEXT f
3S0 PRINT AT .-*1.10; FLASH 1; "AN
Y KEY TO START" IF INKEY*-"" TH
EN CO TO 330
385 CLS - RETURN
290 POP 1-1 TO ? READ a* TOP
n-’i TO 7 READ a POKE USR 3*+v.,
3 NEXT r. NEXT 4
400 CLS - RETURN
410 DATA " a ', 44. 1 13. 22*3, 247,239
,247,110,32,"b".14,126,94,127.73
2 .127 90 , CO • " r " 126 . 0 , 0 , 1 ' V :, 21 9. 1
4 ;,223.19b,126
426 CLS • PRINT AT 10.10. FLASH
l; "STOP THE TAPE" • PAUSF 200 R
IJK
300 SAVE "DRIVER" LINL 420
12
SINCLAIR PROGRAMS September 1983
>
C ONSTELLATIONS is an edu- six constellations on the screen and of north London. All asterisks in the
cational program for the 16K could be modified to include many program should be entered in the in-
ZX-81. It will display any one of more. It was written by Zoe O’Sullivan verse mode.
10
PRINT "SOME STAR
MAPS"
"*";AT 11,12;"*";AT 10,10;"*";RT
20
PRINT
7,15; "t ";AT 5,17;"*";RT 4,20;"*
30
PRINT "1=THE PLOUGH"
ii
31
PRINT "2=0ASSIOPEIA "
160 PRINT TAB 1;"URSA MINOR"
32
PRINT "3=URSA MINOR"
170 STOP
33
PRINT "4=*CEPHEU3 1
1
120 GOSUB 1-000
24
PRINT -^BOOTES-
190* PRINT AT 2,8;"*";AT 12,14;"
3b
PRINT "6=*LE0"
*";AT 4,17;"*";AT 8,22;"*";AT 11
40
INPUT R
,21;"*";AT 14,20;"*";AT 15,20;"*
45
PAUSE 150
-;AT i5,19;"*"
46
CLS
200 PRINT TAB 1;"CEPHEU3"
50
IF fi*l THEN GOTO
60
210 STOP
51
IF A=2 THEN GOTO
100
220 GOSUB 1000
52
IF B=3 THEN GOTO
140
230 PRINT AT 3,10;"*";AT 4,14;"
53
IF A=4 THEN GOTO
180
*-;AT 13,12;"*";AT 9,6;"*";AT 19
54
IF fl=5 THEN GOTO
220
15;"*";AT 3,19;"*";AT 13,23;"*"
55
IF A=6 THEN GOTO
260
24fi PRINT TAB 1;"BOOTES"
60
GOSUB 100©
250 STOP
70
PRINT AT 13,6;"*'
1 ;AT 10,
10;
266 GOSUB 1000
"*";AT 10,13;"*";AT 10, 13; "*"
; AT
270 PRINT AT 12,6;"*";AT 11,10;
13,21; "*" ; AT 10, 2V: "*" ; AT 6,
26;
"*";RT 7,10;;AT 13,20;"*";RT
•'*"
16,16;"*";AT 15,22;"*";AT 10,20;
00
PRINT TAB 1;"THE
PLOUGH-
"*";RT 3,17;"*";AT 5,17;"*";AT 2
90
STOP
,21;"*";AT 4,2;"*"
100
GOSUB 1000
280 PRINT TAB 1;"LEO"
1 10
PRINT AT 4,10;"*'
';AT 8,11 j -
298 STOP
*";AT 9, 14;"*";RT 13,
15; "*";flT 1
) 0G0 FOR N-1 TO 22
2, 19.
; "*"
10O5 FAST
120
PR I NT TAB 1; " CASS I OPE IA 11
1010 PRINT
1890 NEXT N
130
STOP
140
GOSUB 1000
1025 SLOB
150
PRINT AT 15,9;"* 1
";AT 15,
12;
1030 RETURN
24
SINCLAIR PROGRAMS November 1983
Y OU ARE pursued by three deter¬
mined ghosts whose single aim in
death is to catch and kill you.
Move around the screen with the usual
cursor keys, avoiding your trail, the
walls, and splurge patches. If necessary,
use key “0” to go into hyperspace.
Chaser was written by Andrew Dol-
lochan for the 16K ZX-81.
1 LET HS-©
3 LET T=0
4 GU5UB 20UO
3 LET L«3
C CLS
7 GOSUB 4&0
e cosub =.oo
9 LET 3=0
10 LET X=10
20 LET 0=13
30 PRINT AT X,A;
41 IF PEEK < PEEK 16398+256*PEE
K 16399>136 THEN GOTO 140
42 IF PEEK < PEEK 16398+256*PEE
K 16339>=128 THEN GOTO 140
43 IF PEEK < PEEK 16333+256*PEE
K 16399)-13 THEN COSUB 371
44 IF PEEK <PEEK 16338+256*PEE
K 16399>178 THEN C0SU8 14u
45 PRINT
4? LET T-T+l
48 IF INKEYS="0" OR INEEYS-" 1 "
THEN GOSUB 921
49 IF INKEY*-"6" THEN GOSUB 60
0
0
50 IF INKEY*’
n *7 i<
THEN GOSUB 70
O
0
60 IF INKEYS""8" THEN GOSUB SO
70 IF INKEYS—"5" THEN GOSUB 30
7“ PRINT AT Y/Zj" m"
76 PRINT AT Y1.21;*«"
77 PRINT AT Y2,Z2;"m"
81 PRINT AT INT <RNDT19+1>,INT
<RND*29+1
121 LET Y*Y—< X<Y >+< X>Y >
122 LET 2*2-< fl<2 >+< A>2)
123 LET Y1«Y1-<X<Y1>+<X>Yl>
124 LET 21 =21 -< A< 21 X A >21 >
125 LET Y2~Y2-< X<Y2)+< X>Y2)
126 LET 22=22-< A<22 >+C A>22 >
130 GOTO 30
140 LET L-L-l
153 FUR B=6 TO 15
160 PRINT AT X,A;
180 PRINT AT X/A; "<Ov v-
200 PRINT AT X,A>"<9t>"
220 PRINT AT X, A; "<3* >■•
230 NEXT B
231 IF L<l THEN GOSUB 1800
240 GOTO 6
400 REM SET UP BOARD
410 CLS
420 PRIHT "<32»i-ep
430 PRINT AT 21/0 - "<32*isf* •"
440 FOR 2-0 TO 21
450 PRINT AT 2,Q;"<isPV;flT 2,3
1 ;"< isp >"
460 NEXT 2
461 PRINT AT RND*20,RND*30;
462 PRINT AT RND*20,RNOT30 } "9"
463 PRINT AT RNt‘t28,RND*30; "S"
464 PRINT AT RND*20* RNDV3&; "S’*
465 PRINT AT RND*20/RND*30;"t"
470 RETURN
50O LET Y=20
310 LET 2=1
520 LET Y1=20
530 LET 21-30
540 LET Y2=l
550 LET 22-30
560 RETURN
60O LET X=X+1
610 PRINT AT X-l.Ai"<i*P>"
615 LET S-S+10
620 RETURN
7O0 LET X-X-l
710 PRINT AT X+l/A;"<isP >"
SINCLAIR PROGRAMS October 1983
715 LET S«S*18
720 RETURN _ . . _
990 LET fi=A+l
610 PRINT RT X/fl-1 ;"<isp >"
815 LET S=S+10
820 RETURN
900 LET R=R-1
910 PRINT RT X,fi+1;"<isP>"
915 LET S-S+10
920 RETURN
921 FOR F-0 TO 10
920 PRINT RT X,R;-<i+>"
931 FOR L-0 TO 2
932 NEXT G
933 PRINT RT X,R;
934 NEXT F
940 LET X-INT < RNDT19+I>
950 LET R~INT <RND*29+l>
959 PRINT RT X,A;" "
960 PRINT RT X,A;"*"
961 LET 8=3-20
970 RETURN
971 LET S-S+10O
972 FOR R-0 TO 5
973 PRINT RT X,fl;
974 FOR B-0 TO 2
975 NEXT e
976 PRINT RT
977 NEXT R
979 RETURN
1000 REN GflNE OVER
1010 CLS
1020 PRINT "YOUR SCORE WAS ";S
1021 PRINT
1022 PRINT "YOU LASTED ";T;" SEC
ONDS"
1030 PRINT
1040 IF HS<S THEN LET HS=S
1050 PRINT "THE HIGHEST SCORE IS
"; HS
1098 PRINT RT 15.0;"PRESS RNY KE
Y TO PLAY"
1180 FOR fi=0 TO 2
1110 NEXT R
1120 PRINT RT 15/0; "Press anv kc-
y to Play"
1130 FOR R=0 TO 2
1140 NEXT R
1150 IF INKEY*-"" THEN GOTO 1038
1168 GOTO 5
2008 REN INSTRUCTIONS
2010 CLS
2015 FOR T—0 TO 10
2029 PRINT RT 0,13;"* CHASE *"
2821 FOR N=0 TO 2
2022 NEXT N
2023 PRINT RT 0,13;" chase "
2038 PRINT TAB 1;"PROGRAM BY ""R
NDREW DOLLOCHRN.*
2048 PRINT TRB 5;"AND ""IAN 1>UNL
OP" " "
2042 PRINT
2065 PRINT
2066 PRINT "YOU ARE PURSUED BY T
HREE STUPID THOUGH DETERMINED GH
OSTS WHOSE SINGLE RIM IN LIFE 0
R SHOULD I SflY DEATH IS TO CflTC
H AND KILL YOU.YOU ARC NOT ALLO
WED TO HIT YOUR TRAIL <isP> THE
WALLS <isP > SPLURDGE PATCHES <
9h> BUT IF YOU HIT <*> THEN YOU
GRIN POINTS."
2O70 PRINT
2880 PRINT "KEYS USED ARE ARROW
KEYS."
2098 PRINT "<5/6/7,G>"
2100 PRINT "1 OR O IS HYPERSPACE
•#
2101 PRINT
2102 PRINT "20 POINTS ARE TAKEN
OFF IF YOU USE HYPERSPRCE. "
2103 NEXT T
2110 PRINT RT 21/0; "Press arty ke
y to Play"
2120 FOR R=0 TO 2
2130 NEXT R
21413 PRINT AT 21,0; "PRESS ANY KE
Y TO PLAY"
2150 FOR R-0 TO 2
2160 NEXT R
2170 IF INKEY*—THEN GOTO 2110
2iS0 RETURN
26
SINCLAIR PROGRAMS October 1983
Y OU ARE a helicopter pilot, try¬
ing to land on a ship in a stormy
sea. Use cursor keys 5, 6, 7 and 8
to land on the deck. Beware, though,
the ship finds it difficult to maintain its
position for long and is apt to move as
you are descending on it. When you
have made a successful landing your
lime will be displayed.
Sea Landing was written for the
16K Spectrum by Georgea Saunders of
Stockport, Cheshire.
1 REM By Georgea Saunde
=> BORDER 7: rUK 0: PUPf
2020 LET S=INT (PND*20}+5
204-5 PRINT INK 7;RT 9,b," J"
2050 PRINT INK 2; fiT 10, b;
• •
20S0 RETURN
5000 IF RTTR (X+1,U+U =4-2 THEN G
O TO 5100
5005 RETURN
5IS0 PRINT PT 10
5110 PRINT ST 21
u n again"
5120 IF INKEY*<>
120
5130 GO TO 10
6000 REM Udg
5015 POKE USR "o
6020 POKE USR "3
6025 POKE USR "3
6030 POKE USR "3
6035 POKE USR "3
604-0 POKE USR "a
6050 POKE USR "3
6115 POKE USR "b
6120 POKE USR "b
6125 POKE USR "b
5130 POKE USR "b
6135 POKE USR "b
S14-0 POKE USR "b
614-5 POKE USR "b
6150 POKE USR "h
5210 POKE USR "C
6215 POKE USR "C
6220 POKE USR ** C
5225 POKE USR "C
5230 POKE USR "C
6235 POKE USR "C
624.0 POKE USR "c
624-5 POKE USR ”c
5900 RETURN
ER 5: INK 0: C
1: PRINT INK 1
NEXT n _ „ . _
1000 LET s=0: LET h$=" ♦ : LET
Xssl: LET SUb =20: LET y=10
1010 LET b =10
102O PRINT PAPER 1; INK 7; BT 14-
. 0 : "USE THE ARROU KEYS 5.6.7,8 T
o Land the helicopter on'the dec
40,BIN 11111111
+1.BIN 01111111
+2 ..BIN 00111111
4-3 .BIN 00011111
4-4- , B IN 00001111
4-5,BIN 00000111
+6,BIN 00000011
4-0, BIN 11111111
+1.BIN 11111110
4-2, BIN 11111100
+3.BIN 11111000
4*4-, BIN 11110000
4-5, BIN 11100000
+6,BIN 11000000
4-7,BIN 10000000
40,BIN 11111111
4-1, BIN 00011000
+2,BIN 00111100
+3,BIN 01111110
44-, BIN mum
45, BIN 11111111
46, BIN 00O11000
+7.BIN 00011000
SINCLAIR PROGRAMS June 1983
37
T HE DEADLY Astral Fox¬
gloves hang poised above the
earth. Their aim is to eat all
humans and then to invade the earth.
Save yourself by moving left and right
with keys T and ‘2’ and firing the
lethal fungicide with key ‘O’.
The program was written for the
Spectrum by I Gray of Bath, Avon.
5 RESTORE 50
10 FOR x-USR "a" TO USR "c"+?
20 READ a.
30 POKE x,*: BEEP . 1,0 NEXT x
50 DATA 16,56,56,56-56,124,255
84
60 DATA O.16,16,16,56,56,124,1
24
?0 DATA 0,28,8,28.42,73,20,34
100 LET s= 0 ' LET hs -0
110 LET z=2
510 BORDER O' PAPER O* INK 7' C
LS
520 PRINT AT 7,5;"1 LEFT";AT 9
,5;"2 RIGHT";RT 11,5;"0 FIRE"
525 PRINT
AT 16,5;"Hit any key to start"'
PAUSE O
530 FOR x=-50 TO 50- BEEP .0i,x
' NEXT x
550 CLS
670 LET a=l
680 LET h*0 : LET u=h
690 LET C“15 = LET b =c
780 LET r»=c
10O0 FOR y=l TO 50
101O PLOT INK RND*7;RND*255,RNP*
125+50
1O20 NEXT y
1050 PRINT AT 20,0; INK O;"
1100 FOR y=l TO n
1110 PRINT AT 2 ,y*2; INK 6 ;"a";A
T 2 ,y*2+l; INK O;" "« BEEP .1,2*
y
1120 NEXT y
1150 PRINT AT 0,1;"SCORE ";s-"H
I SCORE ; hs
1200 PLOT 0.22- DRAW 255,0 DRAW
0,-16' DRAW -255,0 ! DRAW 0,16
1300 PRINT AT 18,b;"b"
1310 PRINT AT 20,jt; "c^
1408 BEEP .1,8' BEEP .1,6 BEEP
.1,8- BEEP .1,6
1450 LET u=0 = IF r >=0 THEN GO TO
9O00
1500 GO SUB 2000' LET h=0
1550 IF u=l THEN GO TO 5000
1600 IF y-19-THEN GO TO 4000
1700 GO SUB 2100
1800 GO SUB 3000
1900 PRINT AT 0, 8 ;s
1910 IF h -1 THEN PRINT AT y,x;"
"* GO TO 1450
1920 GO SUB 25O0
1930 GO TO 1550
2000 LET n-*-l
2010 LET x-INT <RND*16>*2
2020 IF ATTR < 2 ,x )-6 THEN LET y«
2 - RETURN
2025 GO SUB 3000= GO SUB 2500
2026 IF u-1 THEN LET «-n+l * RETU
RN
2030 GO TO 2010
210O PRINT AT y,x; INK O;" "
2110 LET x=x+< RND>. 5 AND x<30>-<
RND>.5 AND x>l >
2120 LET y=y+l
2130 PRINT RT y,x; INK 6 ;"a"
2140 RETURN
2500 PRINT AT 20, a INK O;" "
2510 IF c>29 THEN LET a —1
2520 IF c <2 THEN LET a=l
2530 LET c»c+«
2540 IF ATTP <20,c >6 THEN LET u
= 1
2550 PRINT AT 20,c;"c'’
2560 RETURN
3O0O PRINT AT 18,b; M "
3005 BEEP .005,b
3010 LET b=b+<b<31 AND IN 63486=
253 >-< b>0 RND IN 63486=254>
3020 PRINT AT 13.b; 'J?
3030 IF IN 614380254 THEN RET JR
N
3040 LET bP-b*8+4
3045 BEEP .005,20
3050 PLOT bP,32' DRAW 8.125-2*8
3055 BEEP- .085,28
306O OVER 1* PLOT bP,32 DRAW O.
125-2*8= OVEP O
3078 IF b=x THEN LET b=l= LET s=
S+10
3088 RETURN
4080 IF ATTR <20,x>=7 THEN GO TO
5008
4018 PRINT AT 20,x; INK 6 ;"a"
4020 PPTNT AT 19,x;" "
4030 GO TO 1458
5000 PRINT AT 19.c; INK 6;‘Va_"' P
PINT AT y,x,- M ••' GO SUB 8000' PR
INT AT y,x; INK 6;"a"' LET y=c
LET y=19
5010 PRINT AT 19,x; INK 6;"a"
5O20 PRINT AT 20,x; INK 6 >"c^
5030 LET h-0
5100 GO SUB 6OO0
5200 IF y-z THEN GO TO 9000
5210 GO SUB 3000
5220 IF h -1 THEN LET r>«n+l • PR IN
T RT y,x;" "' PRINT AT y+l,x;" "
* GO TO 1450
5230 GO TO 5100
6000 PRINT RT y,x; INK 6 ;" "
6010 PRINT RT y+ 1 ,x; INK 6 ;" "
6020 LET x-x+<RND>.5 AND x<31>-<
RND>.5 AND x> 0 >
6030 LET y=y-l
6040 PRINT AT y,x» INK 6 ;"a"
6050 PRINT AT y+l,x; INK 6 ;"c"
6060 RETURN
0000 LET x-INT <RND*16>*2
8010 IF ATTR Cz,x >-6 THEN GO SUB
3000' GO TO 8000
8020 LET y-z- RETURN
9000 IF r >-0 THEN PRINT AT 6,5;"T
HIS INVASION IS OVER"' LET s-s +1
00- PRINT RT 8 ,5;"THE NEXT WAVE
HAS ARRIVED"' LET z-z+1• GO TO 5
30
9010 IF y -2 THEN PRINT AT 6,5;"Y
OU HAVE BEEN SNATCHED"
9020 BEEP .5,4' BEEP .5,8' BEEP
.5,0
9030 IF hs<s THEN LET hs-s« PRIN
T FLASH 1;AT 8,5;"A NEW HIGH SCO
RE"
9040 PRINT AT 10,5;"HI SCORE
";hs
9050 PRINT RT 12,5;"YOUR SCORE
";s
9055 BEEP .5,4' BEEP .5,8* BEEP
.5,0
9056 LET z-2' LET s-0
9860 PAUSE 10' GO TO 525
& ,v
Jr-
3
SINCLAIR PROGRAMS July 1983
PIPELINE
1 REM
2 REM
3 REM ©PR LUCKETT(1983)
4- REM
5 REM
10 PRINT fiT 0.. 12; "PIPELINE"
2© PRINT RT 2,B;"RIM »S bU5t S
ach tj-u to finish the Pipeline
by playing into theupper right f
ield;or to foi~c& our opponent
off the board”
30 PRINT RT 7,3;"RULES 33plaue
rs alternate isovea b> ea-h »ove
iaust extend the pipeline in t
o an adjacent field*'
4-0 PRINT RT 12,0; "I UILL LET Y
OU CHOOSE " "PLAY DR£>ER"" (1=Y
OU FIRST, 2=HE FIRST.' ”
5© PRINT RT 14,0;"YOU CRN RLSO
PICK "“PLAY LEUEL"** (1=BEGINNE
R , 2=RD , v l fi.NCED) BUT BE CAREFUL UI
TH LEUEL 2 ! ‘ I'M VERY GOOD« ! ! ! i
S© PRINT PT 21,0;"PRESS ANY KE
Y TO CONTINUE"
999 IF INKEY$="** THEN GO TO 999
1000 CLS : PAUSE 50
1301 DIM d (4 , 3J : DIM e (13,133
1302 RESTORE 9000: FOR i=1 TO 4:
FOR J=2 TO 3
10G3 READ d( i,J3: NEXT J; NEXT i
2S0S BORDER 5
1010 PRINT INK 3; INVERSE l;"PXP
ELINE”: INPUT "PLAY ORDER ClOf2)
**, po ; "PLAY LEUEL tlorS) **; p i;
20 2 2 PRINT INK 5; INVERSE 1; AT ©
,24; “RDVfiNCED**
2012 IF Pl=1 THEN PRINT INK 3; I
NVERSE 1;AT 0,24;“BEGINNER"
2013 PRINT INK 4;AT 16,26; INUER
SE l;"PLEASE”
1024 PRINT INK 4;AT 19,26; INUER
SE l;"UAIT
1015 PRINT INK 4;AT 20,26; INUER
SE l;"FOR
1016 PRINT INK 4;AT 21,26; INUER
SE l;"PROMPT"
1020 PLOT 49,0: DRAW 157,0: DRAW
0,157: DRAU -157,0: DRAW 0,-157
1030 LET nn=12+(plopo) : LET lw =
4+ (PIOPO) : LET bd =22 t(p l =p O 3
2040 LET JJ=1: LET ii=2
1050 GO SUB 2000
2060 LET n=(nn-l): LET hs=nn*(bd
-13
2061 PLOT 50-frhS,hS+l: DRAU ®,n:
DRAU n ,0 DRAU z, -n : DRAU - r>,0
2070 PRINT INK 1; INVERSE 1; AT 2
,0;"PLAY 1"
1060 LET J J =bd —2: LET ii=-2: GO
SUB 2000
1090 PRINT INK 1; INVERSE 1;AT S
,0;"PLAY 2"
T HIS ISSUE features the start of a
new feature in Sinclair Programs.
To celebrate our new monthly
appearance we have decided to inaugu¬
rate a Program of the Month.
The first worthy winner of the covet¬
ed award is P R Luckett of Hammer¬
smith, London, with his enthralling,
original and altogether outstanding
brain game. Pipeline, for the 48K
Spectrum.
Luckett works at the European Pat¬
ent Office in Munich, examining appli¬
cations on digital signalling techniques;
his mathematical bias is apparent in the
five strategies he has managed to build
into the computer play.
He has owned a Spectrum only since
Christmas, after eight computerless
years, and feels this listing could doubt¬
less be made more elegant, particularly
in the resolution of the data lines into
their mathematical bases.
The ability to follow winning math¬
ematical strategies, Luckett feels, gives
the computer an unassailable advantage
in this type of game.
Pipeline casts you as an unprincipled
pipe-laying engineer. You are shown
the playing area and the choice of three
a
move =1
LET
iii*i -1> J jJ: DRflU
iii+i-1,jjj+ltf+4:
0,4-
DRRU
1100 LET jj=7: GO SUB 4-000
1110 PRINT INK l; INVERSE l;flT 1
5,0;"PLRY 3"
112© LET jj =2: GO SUB 6000
1130 LET ii=1: LET JJ =1
1140 DIM b(15,15)
1150 FOR i=1 TO bd+2: FOR j=l TO
bd +2
116© LET bii , j) =-(i=l> -(j=l)-li =
bd+2) -( j =bd +-2>
1170 NEXT j: NEXT i
1175 INPUT ,, 50LO?(y=yes f n=no)";s
$
1160 LET 6(2,2)=!: LET i»OVe=l
11S0 LET »ove=iBOve+l
1500 IF fPO =1 RND (aove/2 = INT (a
ove/2))) OR Cpo=2 AND liaove/2ol
NT (aove/2))) THEN GO TO 3G0©
1520 GO TO 5000
1999 STOP
2010 LET i i i =nn* tii -1) +50: LET j
j J =r> nt ( j j-l) -+1
2020 FOR i=1 TO 4
2030 PLOT i i i 4-i -1, j j J ; DRRU 0,4
2040 PLOT iii+i—1,Jjj+lw+4: DRfiU
0,4
2050 PLOT i i i 4-1W 4-3 + i , j j j : DRfiU 0
/ 4
2000 PLOT iii+Lu+3+i,jjj+lw+4: D
RRU 0,4
2070 NEXT i
3060 RETURN
52®S £ *="y" THEN GO TO 3091
o010 IF pi=2 THEN GO TO S000
3020 IF move 02 THEN GO TO 3060
3030 LET i i =1 + CRND > 0- 5) : LET J J =
3-i i _
3050 LET eg =3-2 * < j j =2)
3060 LET p lay= ( (ii=1) *(eg=4) + (ii
= hd) * (eg =3) + (j j =1) * teg =2) +- ( j j =bd
)*(eg=D) *(2+ (RND <0.5) ) 4- ( (i i =1) *
(eg=l)+(JJ=l)*(eg=3)+iii=bd)*(eg
= 2) + ( JJ=bd> * (eg =4) ) * C1-+ (RND < 0.5)
- t*iLi =*> * 9=2) + (J J=l) f leg=4)+(
1 + < J J =bd ) * (eg =3) ) * (l
+ 2* (RND <©.5) )
3070 IF (ii Ol) AND (iiobd) AND
jjOl RNP jjobd THEN LET piau =
INT (1-+RND*2.999)
30S0 GO SUB 7000
3090 GO TO 1190
3091 INPUT -MY PLAY(l,2or3) ” ; pla
JJJ: DRfiU
INT
3030
3090
3091
y
3092 IF BOVe 02 THEN GO TO 308
3093 LET ii=l+(RND>0.5): LET j
3-ii: LET eg=3-2*(jJ=2)
3094 GO TO 3080
4010 LET iii=nn*Cii-1)+50: LET
j j=nni (j j-l) +1
402© FOR i=1 TO 4
4030 PLOT iii+i-1,jjj: DRfiU nn
, nn -i
4040 PLOT iii+i-1,jjj+nn: DRfiU
AND
lay =
P la
TO 3080
LET JJ:
LET
nn -i
i + li»+3+i
— (nn —5 4-i
JJJ +nn: DRA
-i, 1-i
4050 PLOT i i i 4-1 hJ + 3 + i , JJJ: DRRU 4
-i , 4-i
4060 PLOT i i i 4-1W 4-3 4-i , j j j +nn : DRA
U - (nn-5+i ) , —(nn—5 + i)
4070 NEXT i
4080 RETURN
5001 IF move 02 THEN GO TO 5015
5002 INPUT "p lay right (O or up (
u) r $;
5003 LET ii=2
5004 IF r$="U" THEN LET ii=1
5305 LET J J =3 —ii
5010 LET e g =3 -2 3 + ( J J =2 )
5015 INPUT -YOUR PLAY(1,2or3)”;p
'-3y
5320 GQ SUB 703Q
5999 GO TO 1190
5010 LET iii=nni(ii-l)+50: LET J
jj=nrti (J j-l) +1
6020 FOR i=1 TO 4
02 THEN GO TO 5015
play right(r) or up(
LET
6030 PL
i -1
6040 PL
nn-i) . -
6050 PL
-nn-i, -
6060 PL
U 4-i , i
6070 NE
5080 RE
7010 LE
7020 GO
7030 LE
7040 LE
705O LE
7360 IF
O 715S
7070 IF
PLOT
+i-l,JJJ: DRfiU 1-i
JJJ
jjj+nn: DRA
PLOT iii+i-1,jjj+nn: DRfiU
. - (nn -i )
PLOT iii+lto+3+i,jjj: DR
, -(5-on - i)
PLOT i i i + lw+3+i .jjj+nn:
^ i -4
NEXT i
RETURN
LET b(jj+l,ii+1)=play
GO SUB 2000+play
LET eg=d (eg,P lay)
let jj=jj + ieg=i) - (eg = 2 )
LET ii=ii+(eg=3)-(eg=4)
IF b(JJ4-2,ii+1)=0 THEN
DRfiU
THEN
b(JJ+-l,ii +1)
THEN
O 7100 .
7080 LET piay=b(jj+l,ii+1)
7O90 GO TO 7030
7100 IF (((move/2)=lNT (BOVe/2))
RND (po=l)) DR <»ovex2 OINT imo
ye/2) RND po=2) THEN GO TO 7130
7110 PRINT INK 2;fiT 1,9; FLASH 1
;-SfiD LUCK-YOU LOST"
7120 GO TO 7500
713© PRINT INK ±;«T 1,9; FLA5H 1
;-WELL DONE-YOU WIN-
7240 GO TO 7500
7150 IF jjobd OR iiobd THEN RE
TURN
7160 IF f ( (iove/2) =INT (ioove/2) >
RND (po=l)) DR (move x2o INT (roo
ve/2) RND po=2) THEN GO TO 7130
7170 GO TO 7110
7500 INPUT "LIKE ANOTHER GO?(yes
=y , n o =n > "; r 4
7505 IF r $ = ”n" THEN STOP
7510 CLS
7520 GO TO 101©
8000 IF aoVe =2 THEN GO TO SlOO
types of tiles which you can use to
continue the pipe. Each tile is traversed
by two white lines and a sharp eye must
be kept to trace the twisting path of the
pipe as it coils and flexes across the
board.
The winner is the one who plays into
the top right-hand corner of the screen,
or who forces an opponent to play into
the side of the board. Play against
another Sinclair programmer or against
the Grand Master Spectrum, which we
have not yet beaten at advanced level.
An astounding listing. Congratula¬
tions to our cunning author and good
luck to our fortunate readers—you will
love this one. (48K Spectrum).
SINCLAIR PROGRAMS May 1983
Is
1 3010 IF wove 03 AND wove <>4- THEN
GO TO 0070
9301
1
DPTP
1,1,1,1,1,1,1,1,1,1,1,
1 f e 3 l =ci
»302
DPTP
2,4,2,2,2,2,2,2,2>c>2,
> +200* i b( 3
. 3J =3>
2
3030
IF move=3 THEN LET rest=91©
9303
DPTP
1,2,1,1,1,1,1,1,1,1, 1,
0+100* (b(3,2) =0>
1
3O4-0
RESTORE rest
9304
DPTP
2,1,2,2,2,2,2,2.2,2,2,
3050
FOR i
=1 TO bd; FOR j=l TO b
2
d
305O
READ
eCi.JJ: NEXT .i : NEXT ;
93es
1
DPTP
1,2,1,1,1,1,1,1,1,1,1,
8O70
LET play=l
9305
DPTP
2,1,2,2,2,2,2,2,2 ,2.2.
3030
if d (eg ,p lay) =e fJJ.ii.* then
2
GO TO Silo
3337
DPTP
1,2,1,1,1,1,1,1,11^
3090
LET Play=Play+l; GO TO 3OS0
1
3100
LET i
i =1: LET j.i=2: LET eg =
930©
DPTP
2,1,2,2,2,2,2,2,2,2,2,
1: LET Play=2
3110
GO SUB 7000
3309
DPTP
1 , 2 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ,
3120
GO TO
1190
1
9000
1
DRTfl
1.3.4.2/4.3.3/1.2.4.2/
9310
2
DPTP
2,1,2,2,2,2,2,2,2,2,2,
9100
1.1
DfiTR
l.l.l.l, 1.1.1.1.1.1.1.
5311
L
DPTP
1.2,0.4,3.4,3,4,3,4,3,
9101
2.2
DRTR
2.2 / 2.2.2 / 2/2.2.2.2,2,
9312
3
DPTP
2,3,4,3,4,3,4,3,4,3,4,
9102
DftTfl
1.1,1.1,1.1.1.1,1.1,1,
9401
DPTP
1.1.3,4,3,4,3,4,3,4,3,
— X
9103
2,2
OflTfl
2,2,2,2,2,2,2,2,2,2,2,
94e2
1
DPTP
2,1,4,3,4,3,4,3,4,3,4,
9104-
1.1
DRTR
1 ..1 ,.l ..1 ,.1 ..1 ..1 ^1 ^1 ..1 ..1
9403
2
DATA
1,1,1,1,1,1,1,1,1,1,1,
9105
DRTR
2.2,2,2,2,2,2,2,2,2,2,
9404.
DPTP
2,2,2,2,2,2,2,2,2,2,2,
^ s *=•
9106
1.1
DRTR
1,1,1,1,1,1,1.1,1,1,1,
1
94e5
2
DPTP
1,1,1,1,1,1,1,1,1,1,1,
9107
3.2
DRTR
2,2,2,2,2,2,2,2,2,2,2,
3406
1
DPTP
2,2,2,2,2,2,2,2,2,2,2,
9103
1.1
DRTfl
1.1,1,1,1,1,1,1,1,1,1,
9437
o
DPTP
1-1,1,1,1,1,1,1,1,1,1,
9109
2.2
DRTR
2.2,2,2,2,2,2,2,2,2,2,
04-^3
OPT P
a,a,a,a,a ,a,a ,a.a,a,a.
9110
1.1
DPT R
1,1,1,1,1,1,1,1,1,1,1,
9409
3
DPTP
1,1,1,1,1,1,1,1,1,1,1,
9111
2; 2
DRTR
2,2,2,2,2,2,2,2,2,2,2 ,
9410
1
DPTP
2,2,2,2,2,2,2,2,2,2,2,
9112
4-, 3
DPTR
3,4,3,4-,3,4-, 3,4-,3,4-,3,
9411
2
DPTP
1,1,1,1,1,1,1,1,1,1,1,
9201
4- , 1
DATA
3,4,3,4,3,4,3,4,3,4,3,
34 12
1
DPTP
2,2,2,2,3, 2.2,2, 2,2,2,
9202
DhTw
3,4,3,4,3,4,3,4,3,4,3,
9501
DPTP
1.^.4,1,1,1,1,1,1,1,1,
1.2
1
3203
4- * 1
DPTP
3,4,3,4,3,4,3,4,3,4,3,
9502
2
DPTP
1,4,2,2,2,2,2,2,2,2,
9204-
4-.2
DPTP
3,4 , "3,4,3,4,3,4,3,4,3 ,
3503
DPTP
1,2,1,1,1,1,1,1,1,1,1,
9905
4-, 1
DPTP
3,4,3,4.3.4,3, 4,3.4,3,
3504
o
DPTP
2,1,2,2,2,2,2,2,2,2,2,
4.2
OflTfl.
3,4,3,4,3,4,3,4,3,4,3,
9505
1
DRTR
1 2 , 1,1,1,1,1,1,1,1,1,
9207
4-.1
DPTP
3,4,3,4,3,4,3,4,3,4,3,
9506
2
DPTP
2,1,2,2,2,2,2,2,2,2,2,
9203
DPTP
3,4,3,4,3,4,3,4,3,4,3,
9507
DRTR
1}2,1,1,1,1,1,1,1,1,1,
1.2
1
3209
DPTP
3,4,3,4,3,4,3,4,3,4,3,
9506
DPTP
2,1,2,2,2,2,2,2,2,2,2,
4-.1
2
9210
4 ,2
DPTP
3.4,3,4,3,4,3,4,3,4,3,
9509
1
DPTP
1,2,1,1,1,1,1,1,1,1,1,
9211
4.1
DPTP
3,4,3,4,3,4,3,4,3,4,3,
9510
2
DPTP
2,1,2,2,2,2,2,2,2,2,2,
9212
4-, 2
DRTR
3,4,3,4,3,4,3,4,3,4,3,
9511
4
DRTR
1.2. 3, 4,3,4,3,4,3,4,3,
9213
4-.1
DPTP
3,4,3,4,3,4,3,4,3,4,3,
9512
3
DPTP
2,3,4,3,4,3,4,3,4,3,4,
SINCLAIR PROGRAMS May 1983
D ODGE the coloured squares
and avoid crossing your own
trail. A familiar game but ex¬
tremely well-written. Colourful graph¬
ics and fast-moving characters are all
packed into around 2K of memory. The programs for the 16K or 48K Spectrum
speed is so fast that on its highest level which were written by P D Loach of
it defeated its author. Hadleigh, Suffolk. Try this program—it
It is one of a batch of excellent is very impressive.
5 LET hS=365: GO SUB 2000
10 INK 0: PAPER 6: BORDER 1: C
_S • INPUT "DIFFICULTY (1 TO 6-E
ASIEST>"'d: IF d<l OR d>6 OR d>I
NT d THEN BEEP 1.. 0: GO TO 10
20 LET t=0: LET l=5: LET q =d +5
: LET d =d / 100: FOR f =© TO 31: PR
int AT 0,f; INK 3;"»";AT
": IF f <22 THEN PRINT INK 3;AT f
,0; "S"J AT
30 NEXT f: FOR f =1 TO 4-5: PRIN
T PAPER RND*3+1,AT RND#19+1,RND*
29+1;- NEXT f; PRINT PAPER 3;
INK 7; RT 0.. IB; "HIGH ";hs
4-0 BEEP 1,0: LET 3=1: LET b=0:
LET X —15: LET y = 10: FOR TO
PRINT RT f ,14-; : NEXT
13
f
50 LET a $ = INKEY$: IF i
D i$<"9" THEN LET 3=vi$ = © )-ti$
= LET b= < i $ = "3") - < x $ = "5 ):
BEEP - 005 . X
60 PRINT RT 0,0; INK 7; PAPER
3; "TIME "; t
70 FOR f =1 TO q. NEXT f
90 BEEP d,X: LET t=t+l: LET y =
<4 +a : LET X = X + b : LET C =RTTR Cy,X)
7 print at y,x;"*";BT y -a , x - b;".
- ; if C =4-3 THEN GO TO 50
100 LET dU=.005: FOR f=1 TO 20:
BEEP dU.f: LET dU=dU+-003: NEXT
f
110 LET 1=1-1: PRINT PAPER 3;RT
y,X; RT 21,0; PAPER 3; INK 7
"LIVES ”;l: IF L THEN GO TO 10S
0
12© PRINT B0; FLASH 1; INK 2; P
APER 6;"YOU ARE OUT OF LIUE5"; I
F t>hs THEN PRINT AT 21,0. FLASH
l; PAPER 3; INK 7;"HIGH SCORE":
LET hS=t
130 IF INKEY$ < >"" THEN GO TO 13
0
14-0 IF INKEY$ = "" THEN GO TO 14-0
150 GO TO 10
1SS0 PRINT AT 21,16; FLASH 1; IN
K 2; PAPER 6;"HA.HA FOR y=l
TO 20: PRINT AT Y,l; PAPER Si IN
K 0;TAB 31;: NEXT Y; FOR Y=1TD
15: PRINT AT RND*19+1,RND+29+1;
PAPER RNDi5;" NEXT Y
1010 PRINT AT 21,15; PAPER 3."
GO TO 40
2000 RESTORE ; FOR f=USR "p" TO
USR "p"+7: READ a: POKE f.UAL t"
BIN "+5TRJ 3.1 : NEXT f: DATA 1100
0,3,111100,1011O10,1011000,1O01D
0,3,0
2010 BORDER 0: PAPER 0- INK 6: C
LS
2020 PRINT TAB 9; "DODGEMS. Yo
u (*) must dodge your tuau thr
ough the Maze,avoiding all obx
t a c les & you austn't cross you
~ path. . Move using the curso
THEN GO TO 2B
r Keys."
2030 IF INKEY $ <>
33
204-0 IF INKEYS = " *' THEN GO TO 204
a
2050 RETURN
10
SINCLAIR PROGRAMS June 1983
JUST AROUND THE CORNER, A NEW
BLACK CRYSTAL
The Classic, six program adventure game lor the 48K Spectrum and leK ZX-81
computers. No software collection is complete without it.
"BLACK CRYSTAL is an excellent graphics adventure and a well thought out
package" (Sinclair User, April ’831.
"BLACK CRYSTAL has impressed me by its sheer quantity and generally high
quality of presentation. 1 am alraid I have become an addict" (Home Computing
Weekly. April ’83).
SPECTRUM 48K 180K oi program in six parts . . . only £7.50
ZX-81 16K over IOOK of program in seven parts . . . only £7.50
Why pay more lor less of an adventure?
THE ADVENTURES OF ST. BERNARD
An exciting, last moving, machine code, arcade game where you guide your
intrepid St. Bernard through the perils of the icy wastelands to rescue his Mistress
from the clutches ol the abominable snowman. 48K Spectrum £5.95.
ZX-81 COMPENDIUM
Alien Intruder, Wumpus Adventure, Numerology, Hangman, Hieroglyphics,
Movie Mogul.
The ideal software package for all 16K ZX-81 owners. Six ma|or programmes on
cassettes for only £6.50.
"Alien Intruder Hieroglyphics — Both programs make good use of graphics and
words to make a very entertaining package." (Sinclair User. Aug '821
"Alien Hieroglyphics Wumpus Movie — A varied mix from Carnell, all featur¬
ing imaginative responses and graphics and all ol them good games for all ages
(Hieroglyphics is particularly good for children)." (Popular Computing Weekly.
Aug S2>
STARFORCE ONE
Take on the robot guardians of the central computer in a superbly stylised three
dimensional battle game 48K Spectrum £5.95.
<100'-.' MACHINE CODE ARCADE ACTION)
THE CRYPT
written by Stephen Renton
Prepare yourself for the many challenges that shall confront you when vou date
to enter THE CRYPT .
You will battle with giant scorpions. Hell spawn. Craners Pos-Negs and il you
are unlucky enough — the Dark Cyclops in this arcade style ad\enture.
Available now for the 48K Spectrum § £4.95
THE DEVIL RIDES IN
I uttered the last incantations as the clock struck thirteen. All fell silent except lor
a taint rustling in the comer. From out of the shadows they came, all Hell’s lury
against me but I was not defenceless until the Angel Ol Death, astride a winged
horse, joined the battle. Avoiding his bolts of hell lire, I took careful aim. My
chances were slim, but if my luck held . . . 48K Spectrum £5.95.
• Fast moving, machine code, all action. Arcade game)
P *
RANGE FROM CARNELL SOFTWARE
COMING SOON
Available through most good computer stores or direct from:
Carnell Software Ltd. North Weylands Industrial Estate Molrsw Road. Hersham. Surrey KT12 3PL.
Dealers: Contact us for your nearest wholesaler.
-THE WRATH OF MAGRA
The first born has been destroyed. The Black Crystal of Bvroth has been banished.
The alliance of Evil has been defeated by the armies of Lord Fendal. So ends the
Third Age. Now we invite you to write your name in the history of the Fourth Age
of the Third Continent.
You will meet friends and enemies, old and new, in the long awaited sequel to
Volcanic Dungeon. Gsing high resolution graphics and combining the best qualities
of Black Crystal" and "Volcanic Dungeon", wc will allow you to become part of
this tale of revenge.
The Wrath Of Magra" comes as three, 4BK programs on cassette, bosed with
instruction manual and book detailing the history of the Third Continent and the
many spells you will be using throughout the game.
NOTE: "The Wrath Of Magra" is a complete adventure. You need not buy
"Volcanic Dungeon" or "Black Crystal" to play it.
CARNELL SOFTWARE LTD
M anoeuvre your balloon
through the minefield, using
keys 5 to 8. Avoid the deadly
mines. If you make contact with a mine
you will lose one of your three lives but
if you reach level 10 you will be award¬
ed an extra life. If you rescue injured
people you will be awarded extra
points.
Crazy Balloon was written for the
16K ZX-81 by Glyn Emmett of Gla¬
morgan.
CRAZY
BALLOON
2 LET ******************"
3 GUSUB 9000
5 LET J*="2X8l"
10 LET H=1000
20 LET LI*3
30 LET L=1
20 LET LI=3
30 LET L=1
40 LET B®="
60 LET S-0
61 LET BONUS
70 LET X=20
80 LET Y“29
81 LET J=l5
1000
90 PRINT RT 0,0j"<32*9h>";fTr 2
, 0; "<32*9h>"
100 FOR F=1 TO 20
110 PRINT RT F, 0;"<9h>";RT F,3l
"< 9h ) M
120 NEXT F
130 PRINT RT 1,1;"1isP)BONUS.<l
P >";RT 2,1; "<9e- isP )9o*l< isP =9r
£p >" ; RT 2, 1; "<9e ? isP )90*l< isP 9 r
131 LET RB=2
140 PRINT RT 1,23;Z*< TO 8>;RT
2,24; 2*'.-. TO 7>;RT 2,25;2*1 TO 6>
iRT 4,26;2#< TO b);RT 5,27;Z$1 T
0 4 >; RT 6, 28; 2*1 TO 3>;RT 7,29;2
*1 TO 2 ); RT 8,30;Z*< TO 1)
150 PRINT RT 20,1;291 TO 18)
160 PRINT RT 18,10;Z*1 TO 14>
170 PRINT RT 17,21;Z*< TO 10>
100 PRINT RT 19,1;Z*1 TO 4>;RT
18,1; Z*< TO 3 >; RT 17, 1;Z*< TO 2>
190 PRINT RT 16,26;Z*< TO 5); RT
15,27;2*1 TO 4>;RT 14,28;Z*1 TO
3);RT 13,29;2*1 TO 2>;RT 12,30;
z*< to i y
200 PRINT RT 16,4;Z®1 TO 14)
210 PRINT RT 15,1;2*1 TO 2>
220 FOR F*=8 TO 16
230 PRINT RT F,18;Z*1 TO 1>
TO 1>
240 NEXT F
250 FOR F=lB TO 24
260 PRINT RT 14,F;
270 NEXT F
271 PRINT RT 12,12;"l"
272 PRINT RT 11,16;"i"
273 PRINT RT 9,19;"i"
14, F; Z®< TO 1)
it ^ ii
280 FOR F=1
290 PRINT RT F,18;Z*< TO 1>
300 NEXT F
310 FOR F=1 TO 17
320 PRINT RT 10,F;Z#< TO 1)
330 NEXT F
340 PRINT RT 11,17;2*< TO 1>;RT
12, 16; 2*1 TO 2>;RT 13,15;Z*< TO
3>;RT 14, 14;2$< TO 4>;RT 15,13;
2*< TO 5>
350 PRINT RT 3,1;Z*1 TO 1>;RT 3
,3;2*1 TO 1>
360 FOR F=4 TO 8
370 PRINT RT F,10;Z*< TO 1>
380 NEXT F
381 LET LL=1
391 LET X=20
392 LET Y as 29
393 LET J=l5
400 PRINT RT X, Y; '*b"
401 PRINT RT X,Yj" "
405 LET LL=INT <RND*2>+1
406 IF LL=2 THEN PRINT RT 10,5;
a ^ii
407
IF LL=1 THEN PRINT RT 10,5;
410 IF INKEY*-“7" THEN LET J-l
420 IF INKEY* 3 "6" THEN LET J=3
430 IF INKEY*- M 5" THEN LET J=4
440 IF INKEY*="8" THEN LET J-;
450 IF J=1 THEN LET X-X-l
460 IF J=2 THEN LET Y-Y+l
470 IF J*3 THEN LET X=X+1
480 IF J=4 THEN LET Y-Y-l
490 PRINT RT X,Y;
500 LET 2-PEEK < PEEK 16398+256*
PEEK 16399 >
510 IF 2=174 THEN LET 8=3+50
511 IF 2=23 OR 2*136 THEN GOTO
700
520 LET BONUS-BONUS-1
521 PRINT RT 10,5;
530 IF X=4 THEN IF Y>1 RND Y<8
THEN GOTO 550
54Q GOTO 400
550 LET S*S+BGNUS
560 CL3
561 LET L=L+1
562 IF L=10 THEN LET LI-LI+l
m
K
I
i*’:’**
Ml
mm
/
28
SINCLAIR PROGRAMS December 1983
570 PRINT RT 10/ 10; " LEVEL * " ; L; A
T 12/10;"LIVE3=";LI;AT 14/3;"LET
S ATTACK"
571 PRINT RT 16/10;"SCORE*";S
580 PRUSE 100
581 CLS
590 GOTO 61
700 LET LI-LI-1
710 IF LI<=0 THEN GOTO 900
720 PRUSE 50
780 GOTO 391
900 CLS
910 PRINT RT 10/10;"9am* over";
RT 12/12;"SCORE®";S
920 IF H>S THEN GOTO 950
930 PRINT RT 20/0;"PLERSE ENTER
NAME"
948 INPUT J$
941 IF S>H THEN LET H-3
950 PRINT RT 14/2;"HIGH SCORE*"
)H
960 PRINT RT 16/4;"BY "; J*
970 PRUSE 500
980 CLS
990 PRINT "RGBIN <Y/N>?"
991 INPUT R*
992 IF R$=*"Y" THEN GOTO 20
993 IF A*-"" THEN GOTO 20
1000 STOP
9000 CLS
9001 PRINT TRB 8;"CRRZY BALLOON"
9010 PRINT jj "MANOUVERE YOUR BRL
LOON THROUGH THE MINE-FIELD.R
VOIDING THE"
9020 PRINT "ALWAYS PRESENT deadl
y MINES.IF YOU MRKE CONTACT WIT
H ONE YOU WILL LOSE ONE OF YOU
R 3 LIVES BUT IF YOU GET TO LE
VEL 10 YOU WILL BE AWARDED AN E
XTRR LIFE."
9030 PRINT
9040 PRINT "USE KEYS:"
9050 PRINT TRB 10;"5=LEFT";TAB 1
0;"8=RIGHT"
9060 PRINT TRB 10;"6-DOWN";TRB 1
0;"7*UP"
9070 PRINT //"BEWARE OF THE ELEC¬
TRIC FENCE WHICH SURROUNDS TH
E MINE-FIELD. IF YOU RESCUE THE
INJURED PEOPLE""!""YOU WILL GRIN
EXTRA POINTS."
9G90 PRINT RT 13/22; "HIT "'"3"""
9100 PRINT RT 14/22;"TO START"
9110 PRINT RT 13/22;" ";RT
14/22;"
9120 IF INKEY9K>"S" THEN GOTO 90
90
9130 CLS
9140 RETURN
999© SAVE "CRRZY BRLLuOn"
9999 RUN
SINCLAIR PROGRAMS December 1983
29
DIAMOND
1 LET 0=2
2 LET F=9
3 LET I=b
4 LET H=22
5 LET G=16
6 LET SC=8
7 CLS
6 PRINT RT O/O; “<.32*isP
9 PRINT R1 £i,0; M c 32*i spy
iti» FOR R=1 TU 2U
11 PRINT RT Fi; 0; "< isP >**; RT R;3
1; "<isP >"
12 NEXT R
13 PRINT RT 4;24;"<i<‘i*'i>>"
14 PRINT RT 17,lj"<9e‘3*97’9r*
SP • 9e • 3*9? : 9r • SP = 9e * 3*97 •• 9r : sP • 9
e • 3*97 • 9r : sP - 9e : 3*97 : 9r >"
15 PRINT RT 20; 1;"<30*9a>"
16 PRINT RT 13;1;“<5*97 = sP'5*9
7•sP*5*97•sP»5*97•sP» 6*97>"
17 PRINT RT 13; 4; "< 9e ! 97 s 9r' s.P
•9e : 97 : 9r•sP ! 9e : 97 ; 9r ; sP : 9e ! 97 : 9
r : sP • 9ft‘-97 : 9r : sP : 9e : 97 : 9r V
13 PRINT RT 14;4;"<9w : 96*94 ■%P
•9w•96 ; 94 : sP : 9w•96 : 94 ; sP : 9w : 96 : 9
4 1 sP : 9W•96■94 ! sP•9W : 96 : 94 )"
19 PRINT RT 16;27;"H M ;fiT 13;27
; "H" ; RT 15;27;"H" ; RT 14;27; ,, H , ‘
20 PRINT RT 9,6) "<7*isP>"•
21 FOR R=9 TO 12
22 PRINT RT
23 NEXT R
24 PR 1 NT RT y; 20; M < 5* i sP :•"
25 FOR R=5 TO W
26 PRINT RT R;2l; ,, H"
27 NEXT R
28 PRINT RT 5;22;"<9e•5*97=9r>
; RT 6; 22; " < 9w «5*96 * 94 > "
29 FOR R-5 TO 16
30 PRINT RT R;29;"H"
31 NEXT R
32 LET A*=INKEY*
33 LET C*C+<R*^ ,, Q ,, >-<R*« ,, &">
34 LET SC=SC+1
35 PRINT RT G;0;"Ci ;RT G;C-
i;“ ";RT G;C>li" " ; RT 16;27;"H"
36 PRINT RT 9;13 ;"(. 7*9s >";RT 8
> 14 * 11 " 11 " " " " "
37 IF A**"^' AND 0*29 AND G=4
THEN GOTO 7000
38 LET F=F+1
29 IF R*= ,, 7" RND 0*27 RNL> G«16
THEN GOTO 37
40 IF fl$="7" RND G*12 RND 0=6
THEN GOTO 90
41 LET H=H-1
42 IF G=4 RND C*24 THEN PRINT
RT 4;23;"
43 LET I = l-<-l
44 IF fl**"l M THEN LET 0=0-2
45 IF G=4 RND 0*29 THEN GOTO 9
8
46 IF A*="l" THEN PRINT RT 6;U
+2; " “
47 IF RS^'O" THEN LET 0=0+2
48 IF R$“"0 M THEN PRINT RT G;C
- 2 ;
49 PRINT RT 8;I;"£";RT 8; 1-1;"
50 IF 1=12 THEN LET 1=6
51 PRINT RT 16;H;"0 0";RT 16
;H+5;” "
52 PRINT RT 12;7;“ "
53 PRINT RT 12;F;"<9t;RT 12;
F-l;" "
54 IF F>24 THEN LET F=9
55 IF F-C RND 0=12 THEN GOTO 7
-?
56 IF G=8 RND 0=14 OR 0=16 RND
G=8 OR 0=18 RND 0=8 THEN GOTO 7
~7
57 IF H=1 THEN LET H=22
59 IF 0=5 RND G=8 THEN GOTO 77
60 IF 0=12 RND G=16 THEN GOTO
~ 7~7
61 IF 0=18 RND G=16 THEN GOTO
77
62 IF R*="7“ RND 0=21 RND G*0
SINCLAIR PROGRAMS November 1983
C LIMB THE LADDERS to
reach the diamond at the top.
Jump the barrels on the first
floor, the alien on the second floor, and
the guardian and the ghosts of past
adventurers on the third floor. Move
left with “5”, jump left with “1”, move
right with “8”, and jump right with
“0” and climb ladders with “7”.
Falling down a hole or hitting any¬
thing will kill you. Once you have your
score, return to the ground floor by the
ladder on the right of the screen to
obtain your score.
Donkey Diamond was written for
the 16K ZX-81 by Charles Sandison of
Caithness, Scotland.
THEN GOTO 94
63 IF C-24 HMD G=16 THEN GOTO
~ 7 ~?
' 64 IF 07 FIND G~12 THEN GOTO ;
7
65 IF 01.1 RND C=12 THEN GOTO
66 IF 015 AND G=12 THEN GOTO
67 IF 019 AND G»12 THEN GOTO
W C. u
68 IF 06 RND G=16 THEN GOTO 7
~y
69 IF G=12 RND 023 OR 020 RN
D G=12 THEN GOTO 77
76 IF G=*H+4 RND 016 THEN GOTO
77
71 IF OH RND G*16 THEN GOTO 7
7
75 IF C“I RND G*6 THEN GOTO 77
74 PRINT RT 12,7-2;" ";RT 6,12
"; RT 16,5;" “; RT 16,1;" "
75 PRINT RT 12,24;"
76 GOTO 32
77 FOR F=G TO 19
78 PRINT RT F, C ; l ° >" ; RT F,C;
ii a
79 NEXT F
80 PRINT RT p, C ; " " *'"
92
93
94
95
96
97
98
9; "
101
sson
103
"; SC-
ii
104
105
106
PRINT RT 0,0;" too bad-Pres
t o tr y 3.9-?. l n "
PRINT RT 21,0;" Press
to stop
INPUT B$
IF B$="S" THEN STOP
IF 6*0 "S" THEN GOTO 1
STOP
PRINT RT 12,27; "< i" >"
LET G—12
GOTO 32
PRINT RT 8,6;"<l">"
PRINT RT 12,6;"H"
LET G~8
GOTO 32
PRINT RT 4,21;"<i n >"
PRINT RT 8,21;"H"
LET G=4
GOTO 32
PRINT RT 16, C; "< l v ' >"; RT 4,2
PRINT RT 6,0;" well done'mi
completedd
PRINT RT 21,0;" time takent
" scoreL";180-SC;"< 4 *isP )
INPUT
IF B«="" THEN GOTO 1
IF B*< >"" THEN STOP
SINCL.AIR PROGRAMS November 1983
11
P ETROL CONSUMPTION,
written by A Briggs of Broms-
grove, Worcestershire calculates
and displays graphically vehicle fuel
consumption on the ZX-81. Full
instructions are included in the pro¬
gram. When you are asked for the cost
of fuel, enter the amount of money
spent when the tank was last filled.
W 5 G08UB 3000 125 REM C-CQST OF FUEL £.P
10 GOTO 4006 130 INPUT C
15 DIM N<5 6> 140 PRINT AT 6,18.:" " j TAB 24 ;C
16 DIM E< 56 > 150 PRINT TAB J; "£.P PER GAL/LI
17 LET N-l TRE ! "
18 LET.G=0 155 REM L-PRICE PER GAL/LITRE £
20 GOSUB 3000 160 INPUT L
25 CL3 170 IF L<1 THEN LET L-INT <L/-2
30 PRINT TAB 10;C$;" MPG" 2*1000+.5VI000
35 PRINT 180 PRINT AT 7,13;" "..TAB 24;L
48 PRINT TAB l;"SPEEDO LAST FU 190 -LET G=G+INT <C/L*100+.5V18
EL"; 0
45 REM M«SPEEDO LAST FUEL 200 PRINT TAB 1;"TOTAL GALS TO
58 PRINT TAB 24;M DATE";
55 PRINT TAB 1;"DATE THIS FUEL 210 PRINT TAB'24;G
! " ; 228 LET X* I NT. < < S-M V< C/L >* 100+
56 INPUT D$ .5VI00
57 PRINT AT 3,16;" ";TAB 24 ;D* 230 PRINT TAB 1;"MPG,LAST FILL"
68 PRINT TAB 1 i "SPEEDO THIS FU ;
EL !"; 240 PRINT TAB 24;X
65 REM S=3PEED0 THIS FUEL 245 LET M=S
70 INPUT S 250 LET Y= I NT < < S-Ml ,VG* 100+. 5 >
80 PRINT AT 4,18;" ";TAB 24;S /100
90 PRINT TAB 1;"GALS AFTER LAS 268 PRINT TAB 1;"OVERALL MPG";
T FILLED"; 279 PRINT TAB 24; Y
95 REM G=TOTAL GALS TO LAST FI 280 PRINT
LL 298 FOR U=1 TO 158
110 PRINT TAB 24;G 295 IF INKEY$**"H" THEN LET U*14
120 PRINT TAB 1;"COST OF FUEL,£ 8
.P !"; - 380 NEXT I j
52
SINCLAIR PROGRAMS November 1983
310 CLS
1010 PRINT RT 21,0•31I"-
- «;*■!
1020 PRINT RT 16,0;Sl+5;"-
-»;C; 1+Cj
1030 PRINT RT ll,O;Sl+i0;"-
---";S1+10
1040 PRINT RT 6,O;81+15;"-
-";S1+15
0,COST AND PRICE PER GALLON UR
LITRE RS PROMPTED"
4023 PRINT
4024 PRINT "1# ALTHOUGH THE RE3UL
TS WILL IN ANY CASE GET PR0GRE3
GIVELY MORE ACCURATE IT IS BETTE
R TO FILL THE TANK,OR NEARLY 3
U,RT EACH PURCHASE TO ACHIEVE
THE MAXIMUM ACCURACY FROM THE ST
1050 PRINT RT 1,U;Si+20.; "-
- M $ SI+20
1060 PRINT RT 0,7;C$;" OVERALL m
PG "
1065 PRINT RT 1,?; "r-EG NO ";R$
1070 PRINT RT 2, 7; "INITIAL mILL’S
"; Ml
1090 PRINT RT 3,7; "CURRENT f'.ILES
" .5 S
1090 PRINT RT 4,7;P$;" TO ";D$
2000 LET E<N>=<< < I NT (Y+.5 >>-S1>
>*2
2010 IF E< N >>40 THEN LET E< N >=40
2012 IF E< N)<0 THEN LET E<N>~0
2015 FOR N=1 TO N
2020 FOR H~Q-TO E<N>
2030 PLOT N+3,H
2035 NEXT H
2048 NEXT N
2100 FOR IJ-1 TO 2O0
2105 IF INKEY$- ,, H" THEN LET U=19
0
2110 NEXT U
2120 CLS
2138 GOTO 8000
3010 CLS
3020 PRINT RT 5,0;"to HOLD DISPL
RY PRESS ""H"""
303Q FOR U=1 TO 75
3040 NEXT U
3050 CLS
3060 RETURN v
4000 PRINT "or overall Petrol c
onaumPtion"
4010 PRINT
4020 PRINT "**THIS PROGRAMME CAL
CIJLATES AND GRAPHICALLY DISPLAYS
A CARS OVER-ALL FUEL C0N3UMPTIU
N TO THE NEAREST MPG,FOLLOWIN
G EACH FUEL PURCHASE."
4021 PRINT-
4022 PRINT "RAFTER FIRST ENTER I
NG THE CAR DETAILS,IT IS ONLY N
ECESSARY TO INPUT THE DATE,SPEED
ART"
4030 FOR U«1 TO 300
4033 IF INKEY$-~"K" THEN 1 FT IJ-23
Q
4034 NEXT IJ
4035 CLS
4040 PRINT "INPUT CAR TYPE E.G."
"CAPRI"""
4050 INPUT C*
4060 PRINT
4070 PRINT "INPUT REGISTRATION N
UMBER E.G.""TLT 512 M"""
4080 INPUT R*
409Q PRINT
4100 PRINT "INPUT SPEEDOMETER RE
ADING OF INITIAL FUEL BOUGHT
E.G. 15509"
4110 INPUT M
4120 LET Ml^M
4130 PRINT
4140 PRINT "INPUT DATE OF INITIA
L PURCHASE E.G. 24.12.81"
4150 INPUT P*
4160 PRINT
4170 PRINT "INPUT MINIMUM EXPECT
ED MPG FOR GRAPH BASE E.G. 20"
4180 Input si
4190 GOTO 15
8020 CLS,
8030 PRINT AT 5,0;"PRESS R FOR N
EXT CALCULATION"
8040 PRINT RT 7,0; PRESS S TO SA
VE"
8060 IF INKEY$*"R" THEN GOTO 25
8070 IF INKEY$="S" THEN GOTO 900
0
8080 FOR U=1 TO 5
8085 NEXT U
8090 IF INKEY*K>"R" OR INKEYSO"
S" THEN GOTO 8020
9000 SAVE "CAR MP9"
9050 GOTO 25 .
9500 SAVE "CAR MP9"
9550 GOTO 5
SINCLAIR PROGRAMS November 1983
53
T HE OBJECT of The Clown is
to answer 20 questions on either
addition or subtraction correct¬
ly. If you choose to answer subtraction
questions, a correct answer will result in
a tick being drawn on the screen.
Alternatively you can answer questions
on addition, in which case a correct
answer will result in a smiling clown,
whereas an incorrect one will result in a
gloomy clown.
The Clown was written for the 16K
ZX-81 by David Read of Ashby-de-la
Zouch, Leics.
52 PRINT AT 9,0;fi$
54- LET I$ = INKEY %
55 IF I$="A" THEN GOTO 70
60 IF I$="B" THEN GOTO 322
65 GOTO 54-
70 CLS
80 PRINT AT 1,25;"KEY IN ";AT
2,25; "ANSWER 11 ; AT 3,25; " AFTER; AT
4.,25; "SUM"; AT 5,25; "APPEARS"
85 PRINT AT 9,20;"l 1";AT
10 , IS; "l 1 ft AT 11 , 20 ;"■
ft" ; AT 13,23, ft";AT 14,23;"
36 PRINT AT 16,20;
90 LET C=0
95 LET S*0
97 LET C=C + 1
100 LET A=INT (RND+50)
105 LET B=INT (RND*50)
107 IF A +B =0 THEN GOTO 100
110 PRINT AT C, 1; A; " +"; B; " ="
115 INPUT D
117 IF D =0 THEN GOTO 35
120 PRINT AT C, 7; D
130 IF D=A+B THEN GOTO 200
135 IF DOA+B THEN GOTO 300
200 PRINT AT 16,20;"
205 PRINT AT 16,20. "\ ;A
210 LET S =5 +1
215 IF C=21 THEN GOTO 225
220 GOTO 97
225 CLS •
230 PRINT "YOU GOT ";S;" OUT OF
20 "
235 IF 6=0 THEN PRINT AT 2,0;"U
ERY WELL DONE"
24-0 IF 5 = 15 THEN PRINT AT 2,0; »
GOOD"
245 IF 5=10 THEN PRINT "HALF RI
GHT,NOT BAD"
250 PAUSE 30
255 GOTO 35
300 PRINT AT 16,20;"
305 PRINT AT 16,20;" _
T 17,20;"’ f % ";AT 18720;
% " ;AT 19,20; "■£ 4"
310 PRINT AT 0,10;"ANSWER*"
315 IF 0=21 THEN GOTO 225
320 GOTO 97
322 CLS
323 LET 0=0
324 LET S=0
325 LET AaINT (RND*50)
A+B
330 LET B = INT <RND*50)
335 IF A-B < =0 THEN GOTO 325
345 PRINT AT 0,0;A;";B;"="
350 INPUT D
352 IF D =0 THEN GOTO 35
355 PRINT AT C,7;D
357 LET 0=0+1
360 IF D=A-B THEN GOTO 400
365 GOTO 500
400 FOR F=12 TO 21
405 PRINT AT F,21;"
410 NEXT F
420 LET 5=5+1
425 IF 0=21 THEN_ GOTO 225
430 GOTO 325
500 FOR F=12 TO 21
505 PRINT AT F,21; M
510 NEXT F
515 PRINT AT 12,21;"% J 1 "j AT
13,21;- % / "jAt 14,21;- V
":AT 15,21; " A. "AT 16,21;" /
% ";at 17,21; V V
520 Print at c-i, 10 ;"ansuer = "; a
-B
525 FOR F =0 TO 15
530 NEXT F
535 IF 0=21 THEN GOTO 225
540 GOTO 325
SINCLAIR PROGRAMS June 1984
Upgrade your
16K
ZX SPECTRUM
Now!
The CHEETAH 32K RAMPACK simply plugs into the user port at the rear of
your computer and increases the memory instantly to 48K.
* Fully compatible with all accessories via rear edge connector
★ No need to open computer and invalidate guarantee
★ Why send your computer away and wait weeks for upgrade
* Fully cased tested and guaranteed.
Why wait any longer?
Only £39.95 including VAT and P&P.
Now make your
Spectrum and ZX-81 Talk
The Cheetah "SWEET TALKER" just plugs into the back of the computer using the existing power supply. Based on an
allophone system you can easily program any word sentence or phrase. Fully cased, tested guaranteed and compatible
with all accessories via rear edge connector. Complete with demonstration cassette and full instructions. No more lonely
nights! Simply incredible at £29.75 (Please quote when ordering whether Spectrum or ZX81 owner)
16K RAM Pack for ZX-81
64K RAM Pack for ZX-81
£19.75
£44.75
Prices include VAT, postage & packing. Delivery normally 14 days. Export orders at no extra cost. Dealer enquiries
welcome.
Send cheque/PO now to:
CHEETAH MARKETING LTD
Dept SU/1
24 Ray Street
London EC1 R3 DJ
Tel: 01-278 6954
32K RAM Pack and "SWEET TALKER" also available from larger Branches of
WH SMITH
42
SINCLAIR PROGRAMS January 1984
ltt BORDER 1- PAPER 7' INK 1 C
LG * POKE 23609,50
100 PRINT TIT 0.9; "PERIODIC TABL
E";AT 5,15; "BY">AT 7. 13; "C.LDE. "
lie PRINT AT 16/4; "This Program
is designed"';AT u.4 "to hol*
yOU 1 eini about"; RT 12,4;" the P
eri od l c Tab l e. There "; AT 13.4;” ar
e i nstrueti ons through "; AT 14.4.
"the Program to tell m’ou" AT 15
.7;"how to operate it.";AT 17,5;
"PRESS ANY KEY TO START" PAUSE
0
120 CLS PRINT " How wou mu
»t choose which Partof the ProOr
am you wish to use. When you h
ave dec>ded from thelist be 1 ow,
Press the number by the one you
want and sou will 9ct the Part
you require ."
12C PPINT 1 Choose an el cm
ent. """ 2 Element, test.""" 3 R
un through the whole table."""
4 End the Program.”
140 LET a*“INKEY*• IT as—1" OR
a**"2" OR a*-" 3" OR aS-"4" THEN
GO TO VAL aSt!«»Q0
150 GO TO 140
1O00 CLS PRINT Enter the N
AME or -SYMBOL of theelement you
wish to Know about and Press th
e 'ENTER' Key.""' Don't forget t
o use 3 capital letter at the b
e9imng of each NAME or ;vMeoi .
••
1010 INPUT nS POP b-1 TO 103 R
ESTORE 4598+b*2- READ -<S,sS IF
n*«j* OP n*~s* THEN CO TO 1100
1020 NEXT b CLS PRINT "" The
re is no such element."- GO TO 1
110
1100 READ a- CLS • PRINT "" Ele
ment. - "; j*" *■ Symbol - "; s*" ”
Atomic number - ";b"" Mass numb
--";a " " Number of Protons•-
";b''" Number of newtons - "; a-b
"" Number or electons- " ;b
1110 PRINT Another element V/
N?"
1120 IF ZNKEY*—y" THEN GO TO 10
00
1130 IF INKEY®-"n" THEN GO Tfj 12
0
1140 GO TO U2Q
2000 CLS • PRINT You will n
ow be tested on the c : ements. Y
ou will be asked a number o^ 4 u
estions on each ele-ment." Do
n't forget to use a capital iett
er for names and symbols. No-.-
enter how far.down the t?blevou
want to be tested on and Pres
s 'ENTER'."
-2010 INPUT nd IF ncKl OR nd>l93
THEN GO TO 2019
2020 CLS PRINT "The questions
on each element wxl’ be Printe
d uP one by one. After answerin
9 a question Press'ENTER'."
2030 LET rn-INT < RNDTnd *+’ PEST
ORE 499S+rnT2* READ aS.sS.a PRI
NT '" Element - -; j*" - Symbol -
"; GO SUB 2200
2040 IF q*=s* THEN CO SUB 2300
GO TO 2050
2045 CO SUB 2319
2050 PRINT "" A*-omic number -";
• GO SUB 2200- IF q*-STPS THE
N GO SUB 2300- GO TO 2060
2955 GO SOB 2319
2060 PPINT "" Mass number -"
GO SUB 2200- IF q*-STR* a THEN G
0 SUB 2300 ■ GO TO 2070
2065 GO SUB 2210
2070 PRINT ''" Number Protons-"
• GO sue 2200- IF qs^-STR* rn TH
EH GO SL»e 2300- GO TO 2020
2075 GO SUB 2310
2080 PRINT Number Neutrons -
"; GO SUB 2200 LET oP-a-rr.- IF
CS^STR® oP THEN-CO SUB 230‘J CO
TO 2027
2035 GO SUB 2310
2037 PPINT Number Electrons
• GO SUB 220O IF q*“STP* rn
THEN GO SLIP 2300 * CO TO 2! 00
2090 CO SUB 2310
2100 PRINT "" Another test Y-'N"
2110 IF INKEVS-"y" THEN CO TO 20
20
2120 IF INKEYS—n" THEN CO TO !2
0
2130 CO TO 2110
2200 INPUT qs PRINT " ";4*;* RE
TURN
2300 PRINT " RIGHT" - FOR 1~1 TO
59 STEP 5- BEEP .05.1* NEXT \-
RETURN
2310 PPINT " WRONG";- BEEP 1,-1
RETURN
30OO CLS • PRINT ''“ You now 9e
t each element Put on the scree
n one by one."'" Now ente*- the
atomic number you wish to star
t and fmsh at."
3010 INPUT "Start ";st• ir st<1
THEN CO TO 3010
3812 INPUT -Finish ";fi- IF fl>l
03 THEN GO TO 3012 •
3014 IF st>fi THEN CO TO 3010
3015 CLS • PRINT "• Press '1'
if you want to Prcssa kev after
each element."'” Press '2' if v
ou want it- to change the eleme
nt after a time."
3O20 IF INKEY*-"1" THEN LET de-0
! GO TO 3050
3030 IF INKEYS-"2" THFN INPUT "D
elay time <lower"faster> ";de L
ET de-dee1- GO TO 3050
3040 GO TO 3028
3050 FOR b-st TO f t - RESTORE 493
8*bT2 : READ v*.s*,a
3079 CLS - BEEP .05.2' PRINT ""
Element - ";j*"" Symbol-- ”;s*
'' " Atomic number - " ;b" “ Mass
number - ";a"" Number of proton
S' - "; b"“ Number of neotons'- "
;a-b"" Number of electons- ";b
PRINT
; q®.
RIGHT":- FOR 1*1 TU
BEEP .05,1* NEXT 1-
WPONG'
BEEP l.-l
3060
5900
5002
5004
5006
5008
5O10
5012
5014
5016
5018
5020
5022
5024
5026
5028
5030
5032
5034
5036
5038
5049
5042
5044
5046
5048
5050
5052
5054
5056
505e
5063
5062
5064
5066
506e
5070
5872
5074
5976
5078
5060
5082
5984
5086
5088
5090
5092
5094
5096
5098
5100
5102
5104
5196
51Q8
5110
5112
PAUSE
DATA "
DATA "
DATA "
DATA "
DATA "
DATA «
DATA "
DATA "
DATA "
DATA "
DATA "
DATA "
DATA "
DATA ■
DATA "
de- NEXT b- GO TO 120
Hydrogen","H",1
Helium","He",4
Lithium","Li",7
Beryllium","Be", 9
Boron"."B",11
Carbon", "CM2
Nitrogen","N", 14
Oxygen". "O'M6
Fluorine","F",19
Neon","Ne",20
Sodium","Na",23
Magnesium","M9",24
Aluminium","Rl",27
Si!icon","Si",28
Phosphorus","P",31
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
C-fiTA
"SulPhur","S",32
"Chlorine","Cl",33
"Argon","A",48
“Potassium","K",39
"Calcium","Ca",40
"Scandium","Sc",45
"Titanium","Ti",48
"Vandium",“V",51
"Chromium","Cr",52
"Manganese","Mn",55
"Iron","Fe",56
Cobalt",
"Co"
,59
Nickel",
"Ni"
,59
CoPPer",
"Cu"
,64
Zinc","Zn",65
Gallium"
, "Ga
", 70
"Germanium","Ge",73
"Arenic"."As",75
"Selenium","So",79
"Bromine","Or",80
"KryPton","Kr",84
"Rubidium","Rb",85
"Strontium","Sr",88
"Yttrium","Y",89
"Zirconium","Zr",91
"Niobium"."Nb",93
"Molybdenum","Mo",96
"Techrtium","Tc",98
"Ruthrnium","Ru",102
"Rhodium","Rh”,163
“Palladium","Pd",107
"Silver","ftg'M 08
"Cadmium","Cd",112
"Indium","In",115
"Tin","Sn", 119
"Antimony ","Sb",122
"Tellurium"."Te'M 29
"Iodine","I",127
"Xenon","Xe",132
“Caesium",“Cs",133
"Barium"."Ba",136
"Lanthanum" . "Lai' ^13* -
5114 DATA "Cerium","Ce",140
5116 DATA "Praseodymlurn","Pr", 14
1
5118 DATA "Neodymium","Nd",144
5120 DATA "Promethium", "Pm'M4G
5122 DATA "Samarlum","Sm",l50
22
SINCLAIR PROGRAMS October 1983
C HRISTOPHER EDE of Grims¬
by, South Humberside wrote
Periodic Table for Spectrum
owners who are studying chemistry.
The program will print on-screen the
entire periodic table, or a selected part
of it. Each element is shown, together
with its symbol, its mass numbers and
the appropriate number of protons,
neutrons and electrons.
The advantage the program has over a
table in a book is that it will also test
you on the entire periodic table or on
any part of it.
5124
5126
5128
5130
5132
5134
5136
5l3e
5140
5142
5144
5146
5148
5150
5152
5154
5156
5158
5160
5162
5164
5166
5168
5170
5172
5174
5176
5178
5180
31
5182
5184
5186
5188
5190
5192
DATA "EuroPium", n Eu",152
DATA "Gadolinium"."Gd",157
DATA "Terblurn","Tb’M 59
DATA "Dysprosium", "Du",162
DATA "Holmium","Ho",165
DATA "Erbium",“Er“,167
DATA "Thulium","Tm",168
DATA " Ytterb ium", "Yb" ,173
DATA "Lutetium","Lu",175
DATA "Radium","Ra",226
DATA "Tantalum","Ta",181
DATA "Tungsten","W",184
DATA " Rhen 1 u.m ", " Re ", 186
DATA "Osmium","Os",190
DATA "Iridium","Ir",193
DATA "Platinum","Pt",195
DATA "Gold","Ru",197,80
DATA "Mercury","H9",201
DATA "Thallium","Tl",205
DATA "Lead","Pb",207
DATA "Bismuth","Bi",209
DATA "Polonium","Po",210
DATA "RStatine","At",210
DATA "Radon","Pn",222
DATA "Franciurn","Fr",223
DATA "Radium","Ra",226
DATA "Actinium","Ac",227
DATA "Thorium","Th",232
DATA "Protoactinium","Pa",:
DATA "Uran i urn","U",238
DATA "Neptunium","HP",237
DATA "Plutonium","PI",233
DATA "Rmerlclurn","Am",243
DATA "Curium","Cm",245
DATA "BerP*lium","Bk",249
5194 DATA "Californium","Cf",249
5196 DATA "Ernst l mum", "E",255
5198 DATA "Fermium","Fm",255
5208 DATA "Monde1evium","Mv",256
5262 DATA "Nobellurn","No",255
5204 DATA "Laurer.cj urn", "Lu", 256
OVE AROUND the grid
avoiding the blue squares but
to cross all the yel-
the exit,
all moves must be
entered in advance. Enter them as
“F”—forward, “B”—backward, “L”—
left, “R”—right, and “S” when you
have entered your moves to start your
arrow moving.
Pathway runs on the 16K Spectrum
and was written by Kevin Macdonald of
ShefField.
40 POKE 23653,8
50 LET Y=1
60 LET SC=0
70 LET J-8
80 LET PH-18
98 GO SUB 760
100 FOR 3=USP "a" TO USR "D"+7
110 REfiD q- POKE J.q NEXT a
129 DRTfi BIN ill11111,BIN 10800
001,BIN 10000001,BIN 10008001,BI
N 10000001,BIN 10080081,BIN 3008
0001,BIN 11111111
130 DRTfi BIN 00009000,eiN 00010
00,BIN 00000100,BIN 01111110,BIN
00000100,BIN 00001000,0,0
140 DRTfi 0,BIN 00010000,BIN 00!
00000.BIN 01111110,BIN 00100080,
BIN 00010000,0,0
150 DRTR 0,BIN 00001000.BIN 808
01000,BIN 00001000, BIN 00101010,
BIN 00011100,BIN 03001000.0
160 FOR b-0 TO 10
170 PRINT RT B,0; INK 0; BRIGHT
1;" RfiRRRRRfiRRRRRRPRRRRRRRRRRRRR
RfiflfT; BRIGHT 0
180 NEXT b
200 FOR R-l TO 80+<X*3*10>
210 LET fll-INT <RND*18>
220 LET R2-INT <RND*32>
230 PRINT RT fil,R2; INK 1; PPPE
R 1 ; " . "
240 NEXT R
250 FOR R-l TO 3
260 LET Yl-INT <RND*31>+1
270 LET Y2-INT <RND*17>
280 PRINT RT Y2,Y1; PfiPER 6; IN
K 6;"T"
290 NEXT R
295 PRINT RT 0,0; INK 0; PRPER
0 ; " +
300 REM ENTER DIRECTIONS
310 DIM DS<200,1>
320 PRINT RT 21,0; FLRSH 1;"
PRESS ENTER TO STRRT
330 PAUSE 0
340 PRINT RT 21,0;"
N
350 LET PV=INT <RND*31>+!
368 PRINT RT 13,PV; FLASH l;"t"
378 PRINT RT 20,0;
380 FOP R-l TO 208
390 PAUSE 0
400 IF INKEY*-"L" OP INKEY*-"S"
OP INKEYS= U R H OR INKEYS-“F M OP
INKEY*="e c ’ THEN GO TO 438
410 IF INKEYS-" " THEN GO TO 39
0
420 GO TO 398
430 IF INKEYS="S” THEN GO TO 43
0
440 LET D*<fi>»INKEY*
450 PRINT INKEY*; IF R-31 OR R
-62 OR fl-93 OR fl-124 OP R-l65 TH
EN PRINT RT 20,0;"
"« PRINT RT 20
, 0 ;
460 BEEP .05,-10- BEEP .05,10
470 NEXT fl
480 LET Rl-fl
490 PRINT RT 20,0;"
••
500 FOR R-l TO 200
520 LET PHL-PH- LET PVL=PV
530 IF fi-Rl THEN GO TO 670
540 IF D*(R >«"F" THEN LET PH-PH
-1= LET OS-"T M
550 IF D*< fl >-"R" THEN LET PV-PV
+1' LET QS»"B :
560 IF DSC R >-"L" THEN LET PV-PV
-1> LET Q9= "C"
570 IF DSC R >="B" THEN LET PH=PH
+1 LET 08="D"
580 IF SCREENS CPH,PV>="." THEN
LET Y=0
598 IF SCREEN* <PH,PV>-"T" THEN
LET SC-SC+1- BEEP .5,48
680 IF SCREENS <PH,PV>*"+" AND
SC-3 THEN GO TO 718
610 PRINT OVER 1;RT PH,PV;0$
620 PRINT RT 19,0;DSCR>
630 PRINT RT PHL,PVL; BRIGHT 1 ;
PRPER 7; "fT
640 IF Y-0 THEN GO TO 678
650 BEEP .03,30 s BEEP .03,0’ BE
EP .03,30
660 NEXT R
670 PRINT RT 21,0; FLRSH 1; PRP
EP 6; INK 0;" YOU HAVE CR
ASHED
680 BEEP .3,10' BEEP .3,28
690 IF INKEYS-"" THEN GO TO 670
708 RUN
710 PRINT RT 21,0; FLASH 1; INK
1; PRPER 6," WELL DO
NE
720 BEEP .3,30’ BEEP .3,35
730 IF INKEYS-"" THEN GO TO 718
740 PRINT RT 20,11;"SCORE-";fl
750 RUN
760 CLS
770 PRINT " ENTER DIFFICULT
Y NO."' PRINT
780 PRINT " 1-ERSY" 1 PRINT "
2-HARD”' PRINT " 3-IMPOSSIBLE"
790 PAUSE 0
800 LET X-VRL INKEYS
810 PETUPN
SINCLAIR PROGRAMS August 1983
47
D eployment strategy is
a game of tactics and cunning
which was sent by Jerome Las-
kowski of London SE6 for use on the
16K ZX-81.
The enemy’s regiments are lined-up
on the battlefield at the left of the
screen. Your less-willing soldiers arrive,
a regiment at a time and, by keying-in a
letter between A and J, you position
them on the front line where they fight
against the equivalent enemy force and
the stronger wins a point.
The victorious regiment then moves
to the right of the screen, where it takes
position for the next battle.
As a further test of your skill you
must estimate before each battle how
many fights your troops will win. A
correct answer earns three bonus
points, an incorrect one means you lose
three points.
The war ends when either you or
your enemy has a lead of 10 or more
points at the end of a battle.
Lower-case letters in brackets are
graphics instructions.
5 DIM RC44 >
10 DIM fi*< 2,9)
15 LET RSC 1 >»"C nine Graphic Hs
>"
20 LET A*C2>""Cten inverse SPR
CEs >"
25 RflND 0
30 FRST
40 CLS
50 LET RC 41 )«RC 41>+l
60 PRINT RT 0,6;"DEPLOYMENT ST
RRTEGY",,,TAB 27;"NEXT";TAB 9;"B
RTTLE ";R< 41);TAB 26;"BATTLE"
70 LET BS“" THE ENEMY"
80 LET RC 43 )-0
90 LET R<44>-0
95 FOR P-9 TO 40
100 PRINT RT 15,P-9;".";RT 19,P
-9;". "
185 NEXT P
110 GOSUB 600
120 LET 1-1
130 GOSUB 800
140 LET 1-21
150 GOSUB 800
155 SLOW
160 PRINT RT 21,2;"YOUR ESTIMRT
E PLEASE, GENERAL"
170 INPUT EST
180 IF EST<0 OR EST>10 THEN GOT
0 170
190 PRINT RT 17,4;"ESTIM ";EST
200 FOR J-21 TO 38
210 PRINT RT 21,2;"
•I
220 LET P-J
230 IF R(P)<>0 THEN GOTO 320
240 LET VRL-INT CRND*10>
250 PRINT RT 21,2;"REINFORCEMEN
TS : ";RSC1,1 TO VRL >;VRL
260 INPUT PS
270 LET P-CODE PS-17
280 IF P<21 OR P>30 THEN GOTO 2
60
290 IF RC P-20 >-0 THEN GOTO 260
380 LET fl< P)-VRL
310 GOSUB 1000
320 IF fl<P >-RC P-20) THEN GOTO 4
00
330 LET H-0
340 IF RC P >>RC P-20 > THEN LET H-
1
350 LET AC 43 >-RC 43 >+H
360 LET RC 44 )—RC 44 >41-H
370 PRINT RT 4+RC 44-H >, 27+4*H; C
HRS C RC P+C H-1>*20 >+28-128*C H-1> >
380 LET RC RC 44—H )+10+H*20 >—RC P*
CH-1>*20>
390 GOSUB 600
400 PRINT RT P-16,13;" "
410 LET RC P-20 >-0
420 LET RCP>-0
430 NEXT J
440 LET H—1
450 IF RC 43 >-EST THEN LET H-2
460 PRINT RT 21,2;"LOSE 3 POINT
S FOR ESTIMATE"
470 IF RC43>-EST THEN PRINT RT
21,2;"GRIN"
400 FOR J-l TO 40
490 NEXT J
500 GOSUB 600
510 IF RBS RC42X10 THEN GOTO 3
0
520 PRINT RT 21,2;"END OF URR -
YOU LOSE
530 IF RC 42>>0 THEN PRINT RT 21
,19; "WIN "
540 STOP
600 IF P>35 THEN GOTO 630
610 LET RC 42 )-RC 42 )+2*H-l
620 PRINT RT 18,4;"GRINS ";R<43
>
630 LET NME-CRBS RC 42 >-RC 42 > >/2
640 LET YOU-CRBS RC 42 )+RC 42 > >/2
650 PRINT RT 16,18;"SCORE : ";TRB
20;"ENEMY ";NME,TRB 20;"YOU
; YOU,
660 RETURN
800 FOR P-I TO 1+9
810 IF RC P+10 )-0 AND P>20 THEN
RETURN
820 IF RC P+10 >-0 THEN LET RCP+1
8>-INT C RND*8+2 >
830 LET RC P >-RC P+10 >
840 LET RC P+10 >-0
850 GOSUB 1000
860 NEXT P
870 RETURN
1000 IF 1-1 THEN PRINT RT P+4,0;
BSCP>;".";TAB 13;CHRS CP+37>;TRB
25;".";TRB 29;CHRS CP+37)
1010 PRINT RT P-I+5,13+SGN CI-5>
*C RC P >+2 >; RC P >;
1020 IF 1-21 THEN PRINT RT P-16,
14;" ";
1030 PRINT RSC l+C21-*/20, 1 TO R
CP>>
1040 RETURN
SINCLAIR PROGRAMS June 1983
47
timijsuj
/
2 LET FED-0
3 LET 1-0
4 LET SET-1000
5 LET IN1T-91&0
6 GOSUB INIT
14 LET At-""
17 CLS
20 LET NU-0
22 LET Efi-u
24 LET WE-0
26 LET SO-0
27 LET UP-0
28 LET 00-0
30 LET It-""
32 FRST
35 GOSUB SET
40 CLS
45 PRINT I*
50 LET FGUND-0
52 LET P-0
60 GOTO 3600
70 SLOW
e0 GOTO 100
30 IF ft*-"LOOK" RND NOT FOUND
THEN PRINT "I CAN""T SEE ANYTHIN
G SPECIAL"
100 PRINT "WHAT SHALL I 00 ?"
101 SLOW
102 INPUT JS
103 IF Jt-"" THEN GOTO 100
104 CLS
106 LET A-RNO
107 IF SET-1240 RND A>.35 THEN
PRINT "THE DOG AWOKE AND KILLED
YOU"
108 IF SET-1240 AND A>.35 THEN
GOTO 3000
109 GOSUB 500
110 PRINT A*;" ";B*
111 IF 8*-"" THEN GOTO 115
112 IF 8S<1" THEN LET B*=8i
<2 TO >
113 IF At-"TAKE" UR A**"GET" OR
AS-"PUT" UR A*-"DROP" THEN LET
6*-B$+"
114 IF B*=" " THEN GOTO 112
115 IF A*-"N" AND NOO0 THEN LE
T SET-NO
120 IF R$="S" AND SOK>0 THEN LE
T SET-SO
130 IF At- M W" AND WEO0 THEN LE
T SET-WE
140 IF A*="E" AND ER<>0 THEN LE
T SET-EA
150 IF Af-"D" AND D0<>0 THEN LE
T SET-DO
155 IF RS="N" OR AS=“S" OR A*-"
W" OR A*-“E" OR AS-"D" THEN GOTO
20
156 IF A*-"U" AND SETO1210 AND
SETO1240 AND SETO1450 THEN GO
TO 158
157 IF Rt-"U" THEN GOTO 6000
158 FAST
160 IF A*-"R" THEN GOTO 40
170 IF A*="H£LP" THEN PRINT "NO
CHANCE MATE"
175 IF A*-"HELP” THEN GOTO 100
180 IF A*-"TAKE" OR AS-"GET" TH
EN GOTO 2000
185 IF A*-"SAVE" THEN GOTO 9800
190 IF A*- PUT" OR A*-"DROP" TH
EN GOTO 4500
200 IF A*-"OPEN" THEN GOTO 2500
205 IF At-"FEED" THEN GOTO 3500
210 IF At-"LOOK">- GOTO 60
215 IF Af-"SWIM" THEN GOTO 4000
225 IF At-"LIGHT" THEN GOTO 750
0
230 IF At-"READ" THEN GOTO 6500
240 IF At-"UNLOCK" THEN GOTO 30
00
250 IF At-"I" THEN GOSUB 5500
255 IF At-"I" THEN GOTO 100
260 IF At-"INSERT" THEN GOTO 70
00
275 IF At-"QUIT" THEN GOTO 3000
280 IF A*-"SAVE" THEN GOSUB 3*0
0
490 IF LEN Rt=l THEN PRINT “I C
AN""T "
491 IF LEN AS-1 THEN GOTO 100
498 PRINT "I CAN”"T ";AS.
;B9
499 GOTO 100
500 IF JtC1 " AND LEN J*>1 T
HEN LET TO >
501 IF Jttl>-" n THEN GOTO 500
502 LET SP-0
503 LET At-"'*
504 LET e#=""
505 FOR N-l TO LEN J*
507 IF Jt< N " " AND NOT SP THE
N LET SP-1
508 IF Jt<N>=" " AND NOT SP THE
N GOTO 520
510 IF SP-0 THEN LET RS-AS* J*', N
>
515 IF SP>0 THEN LET Bt-Bt+jt'N
>
520 NEXT N
530 RETURN
1000 LET It-"YOU ARE IN A FOREST
. THERE ARE PATHS LEADING NORTH
AND SOUTH"
1010 LET NO-1390
1015 LET SO-1030
1020 RETURN
1030 LET It-"YOU ARE IN A FOREST
, WITH PATHS LEADING NORTH AND E
AST RND A CLEARING TO THE WES
T"
1035 LET NO-1000
1040 LET EA-1030
1045 LET WE-1060
1050 RETURN
1060 LET It-"YOU ARE IN A CLEARI
NG. IN THE CENTRE IS A TIME MA
CHINE, WHICH LACKS A POWER SOURC
E. EXIT ERST"
1070 LET EA-1030
1080 RETURN
1090 LET It-"YOU ARE IN A FOREST
. THERE IS A PATH RUNNING EAST-W
EST"
1180 LET WE-1030
1105 LET EA-1120
1110 RETURN
1120 LET It-"YOU ARE IN THE FORE
ST. THROUGH A GAP TO THE NORTH
YOU CRN SEE ALAKE. THE PATH RUNS
EAST-WEST AND THERE IS A CAVE
TO THE SOUTH"
1125 LET ER-1300
1130 LET WE-1030
1135 LET SO-1150
1140 RETURN
1150 LET It-"YOU ARE IN A SMALL
CAVE. DAYLIGHT IS TO THE
NORTH. THERE IS A DOOR TO THE WE
ST RND AN OPENING TO THE SOUT
H"
1160 LET SO-1130
1165 LET NO-1120
1170 RETURN
1180 LET It-”YOU ARE IN A LARGE
CAVERN. THEREIS A CHEST LYING IN
ONE CORNER, AND A SKELETON IN A
NOTHER. THE ONLY EXIT IS TO THE
NORTH"
1190 LET NO-1150
1200 RETURN
1210 LET It-"I CAN""T SEE A THIN
G“
34
SINCLAIR PROGRAMS February 1984
K EITH BE VAN, aged 14, of Ste¬
venage, Herts wrote Timeslide,
a 16K ZX-81 adventure game.
Your time machine crashes in the dim
and distant past. To return to your own
time you must repair your craft. With
trial and error, make a plan of your
environment and collect the objects you
think may be of use. The computer will
accept direct commands, i.e., verbs fol¬
lowed by nouns. These are:
Take or get Drop or put
Open Feed
Look Swim
Light Read
Unlock Insert
Quit
The abbreviations for directions are
N,S,E,W, and D for descend and C for
climb. I will bring up the inventory and
R repeats the description. Bevan sold his
ZX-81 recently, this is his final offering
before he upgrades to a Spectrum.
1220 LET UP-1150
1230 RETURN
1240 LET I•-"YOU ORE IL A LONG P
ASSAGE. YOU CRN HEAR THE SOUND
OF DRIPPING WATER. TO THE NORTH
IS A FLIGHT OF STAIRS WITH A LA
RGE DOG SLEEPING ON THE BUT
OM STEP"
1250 LET SO-1210
1260 RETURN
1270 LET I*-"YOU ARE ON AN ISLAN
D IN THE CENTRE OF THE LAKE.
THERE IS A HOLE IN THE GROUND
WITH A STAIR-CASE IN IT-
1280 LET DO-1240
1280 RETURN
1300 LET IS="YUU ARE BESIDE A LA
K£. THERE IS AN ISLAND IN THE Ml
DOLE OF THE LAKE. TO THE WEST 1
S THE FOREST AND TO THE NORTH IS
A ROCKERY"
1310 LET NO-1330
1315 LET WE-1120
1320 RETURN
1330 LET IS=“YOU ARE IN A ROCKER
Y. THE LAKE IS TO THE WEST/ AND
THERE ARE SOME REEDS TO THE N
ORTH"
1340 LET NO-1360
1345 LET SO-1300
1350 RETURN
1360 CLS
1365 PRINT "I HAVE FALLEN INTO A
SWAMP. GLUG.GLUG_GLU
1370 GOTO 3000
1390 LET I*="YOU ARE IN A SHRUBB
ERY. THE FOREST IS TO THE SO
UTH. THE LAKEIS TO THE EAST/ AND
MEADOW IS TO THE NORTH-
1400 LET NO -1420
1405 LET SO-1000
1410 RETURN
1420 LET I*-"YOU ARE IN A MEADOW
. THE LRKE ISTO THE SOUTH-EAST.
TO THE SOUTH IS THE SHRUBBERY AN
D TO THE EASTIS A TOWER-
1430 LET EA-1450
1435 LET SU-1330
1440 RETURN
1450 LET 1*="YUU ARE AT THE FOOT
OF A TOUER. THERE IS NO DOOR To
BE SEEN. TO THE WEST IS THE MEA
DOW AND TO THE EAST ARE SOME R
EEDS."
1455 LET EA-1360
1460 LET WE-1420
1465 LET UP-14B0
1470 RETURN
1480 LET 1*=*'Y0U ARE AT THE TOP
SINCLAIR PROGRAMS February 1984
OF THE TOWER THERE IS NO DOOR UP
HERE EITHER"
1490 LET DO*1430
1300 RETURN
2000 IF I>*5 THEN PRINT "I CAN""
T CARRY ANYMORE"
2005 IF I>*5 THEN GOTO 180
2O10 IF BS-"" THEN PRINT AS;" WH
AT ?*'
2013 IF BS="" THEN INPUT BS
2015 IF BS-'"' THEN GOTO 100
2020 LET FOUND-0
2025 FOR N-l TO 12
2030 IF I(N)<>SET THEN GOTO 2053
2033 IF OS'* NX >&»'. 1 TO 15> THEN
GOTO 2055
2035 PRINT "OK..."
2040 LET FOUND*l
2045 LET I<N>0
2050 LET 1*1+1
2055 NEXT N
2060 IF FOUND-0 THEN GOTO 409
2065 GOTO 100
2500 IF BS="" THEN PRINT "OPEN W
HAT ?"
2505 IF BS-"" THEN INPUT B*
2510 IF BS*”" THEN GOTO 2500
2511 CLS
2513 IF BS="DOOR" AND SETOU50
THEN PRINT "WHAT DOOR"
2520 IF 8S="D00R" AND SETOl 150
THEN GOTO 499
2525 IF BS*"DClOR" AND UNO-0 THEN
PRINT "IT""S LOCKED DUMBO.."
2530 IF B*="DUOR" AND UND-0 THEN
GOTO 433
2535 IF BS="DOOR" THEN PRINT "TH
ERE IS A STAIR GOING DOWN."
2540 IF BS="DOOR" THEN LET DO-12
10
2545 IF BS-"DOGR" THEN GOTO 100
2550 IF BS-"CHEST" AND SETOl 180
THEN PRINT "I SEE NO CHEST"
2555 IF BS*"CHEST” AND SETOl 180
THEN GOTO 100
2560 IF BS-"CHEST" AND NOT UNC T
HEN PRINT "IT""S LOCKED"
2565 IF BS-“CHEST" AND NOT UNC T
HEN GOTO 100
2570 IF BS-"CHEST" THEN PRINT "0
3550 LET FED-1
3555 LET UP-1270
3560 PRINT "MUNCH, MUNCH"
3565 LET 102 >-1180
3570 GOTO 100
4000-IF SET-1120'OR SET-1270 OR
SE—1300 OR SET-1338 OR SET-1390
OR SET*1420 THEN PRINT "BRR. THE
WATER IS TO COLD"
4005 IF SET-1120 OR SET-1270 OR
SE-1300 OR SET-1330 OR SET-1390
OR SET-1420 THEN GOTO 100
4010 PRINT "THERE IS NO WATER HE
RE"
4015 GOTO 100
4500 IF BS-"" THEN PRINT "DROP W
HAT ?"
4502 IF BS="" THEN INPUT BS
4503 IF BS-"" THEN GOTO 4500
4505 FOR N-l TO 12
4507 IF BSC 1>=" " THEN LET BS-BS
(2 TO >
4508 IF BSC 1>-" " THEN GOTO 4507
4510 IF Ic N >< >0 THEN GOTO 4545
4520 IF G$< N >< >BSC 1 TO 15 > THEN
GOTO 4545
4530 LET IC N >-SET
4532 LET FOUND-1
4535 PRINT "OK..."
4540 LET 1=1-1
4545 NEXT N
4555 GOTO 100
5500 LET FOUND-0
5505 FOR N-l TO 12
5510 IF IC N >< >0 THEN GOTO 5530
3515 i F NOT FOUND THLN PRINT "I
HAVE THE FOLLOWING.."
5520 PRINT TAB 10;" A ";0$CN>
5325 LET FOUND-1
5530 NEXT N
5555 RETURN
6000 IF SET-1240 THEN GOTO 6100
6002 IF SET-1210 THEN LET SET-UP
6005 IF SETO1450 THEN LET SET-U
2575 IF BS-"CHEST" THEN PRINT "T
HERE IS NOTHING IN THE CHEST-
2580 IF BS-"CHEST" THE* GOTO 100
2585 GOTO 499
3090 IF BS-"" THEN PRINT "UNLOCK
3005 IF &S« H " THEN INPUT E*
3010 IF BS-"" THEN GOTO 3000
3011 CLS
3013 IF BS-" • THEN LET BS-BSC2
TO >
3015 IF BS—"DClOR" AND SETOl 130
THEN PRINT "WHAT DOOR ?"
3020 IF BS-"DGOR" AND SETOl 150
THEN GOTO 100
3025 IF. IC 7 >>0 THEN GOTO 499
3030 IF B*-“DOOR" THEN LET UND-1
3035 IF UND-1 THEN PRINT "CLICk
3040 IF UND-1 THEN GOTO 100
3845 IF BS-"CHEST" AND SETOl 180
THEN PRINT "WHAT CHEST ?"
3050 IF &S-"CHEST" AND SETOl 188
THEN GOTO 106
3055 IF BS-"CHEST" THEN LET UNC-
3060 IF BS-"CHEST" THEN PRINT "C
LUNK"
3065 IF BS*"CHEST" THEN GOTO 100
3070 GOTO 499
3500 IF BS-"" THEN PRINT "FEED W
HAT ?"
'3505 IF BS»“" THEN INPUT BS
3510 IF &S*"“ THEN GOTO 3500
'3515 IF BS< >"DOG" THEN PRINT "DU
N""T BE SILLY"
•3520 IF BS< >"DClG" THEN GOTO 4*9
3525 IF SETOl240 THEN PRINT "TH
ERE IS NO DOG HERE"
3530 IF SETOl240 THEN GOTO 100
3535 IF IC 12»0 THEN PRINT "I HA
VE NO DOG FOOD"
3540 IF IC12>>0 THEN GOTO 100
3545 LET 1=1-1
6010 IF SET-UP THEN GOTO 20
6020 IF I<3»0 THEN PRINT "THERE
36
SINCLAIR PROGRAMS February 1984
IS NO WRY UP"
6030 IF It3»G THEN GOTO 100
6040 IF UP>0 THEN LET SET-UP
6058 IF SET=UP THEN GOTO 20
6066 PRINT "I CAN""T GO UP"
6O70 GOTO 100
6100 IF FED-0 THEN PRINT "THERE"
"S fl DOG IN THE WRY"
6110 IF FEO-0 THEN GOTO 100
6120 LET SET-1270
6130 GOTO 20
6500 IF BS-"" THEN PRINT AS; " W
HAT ?*•
6310 IF BS-"" THEN INPUT B*
6520 IF BS-"" THEN GOTO 6500
6530 IF BSO" MANUSCRIPT" THEN GO
TO 439
6340 IF It 11 >>0 AND SETO1480 TH
EN PRINT "I DO NUT HAVE ";BS
6550 IF I< 11 >>0 AND SETO1480 TH
EN GOTO 100
6555 CLS
6560 PRINT "THE MANUSCRIPT SAYS'
PP3 - TM I
SLAND "
6570 GOTO 100
7000 IF SETO106G OR I<9> THEN G
OTO 499
7010 PRINT "YOU HAVE SUCLESFULLY
COMPLETED THE ADVENTURE."
7015 PRINT
7020 PRINT "YOUR TIME SHIP TAKES
OF FOR YOUR OWN TIME."
7025 PRINT AT 14,!2;" <fa*isP > "
7026 PRINT AT 16,12;" <6*isP> "
7027 PRINT AT 13,12;" CxsP >";TRB
17; " < isP > "
7038 LET 2=INT t RNDT250>+1995
7040 FOR A-2003 TO 1933 STEP -1
7050 PRINT AT 13,13;A
7060 NEXT A
7070 PRINT
7100 GOTO 900O
750O IF BS-"" THEN PRINT "LIGHT
WHAT ?"
7510 IF &*="" THEN INPUT BS
7520 IF BS="" THEN GOTO 7500
7530 IF It8»0 THEN GOTO 499
7340 IF SET-1210 THEN LET NO-124
0
7550 IF NO>0 THEN PRINT "YOU ARE
IN A SMALL ROOM. THERE IS A ST
AIR CASE TO THE EAST AND R DAMP
PASSAGE TO THE NORTH."
7560 IF NOO0 THEN GOTO 100
7578 PRINT "THAT DIDN""T DO MUCH
GOOD"
7586 GOTO 180
8000 CLS
8010 PRINT TIME
SWITCH -==-==
sassaoTiina^c"
3020 PRINT
8030 PRINT
8040-PRINT " YOU ARE STRANDED
IN THE DIM AND DISTANT PAST. YU
U MUST FIND YOUR WRY BACK TO YUU
R OWN TIME USING WHAT YUU CAN F
IND ON YOUR JOURNEY"
8050 PRINT AT 18,4;"PRESS A KEY
TO START"
8860 IF INKEY*-"" THEN GOTO 8060
8070 GOTO 9509
9000 PRINT "DO YOU WANT TO TRY A
GAIN Y OR N"
9010 INPUT B*
9020 IF B*-"Y" THEN RON
9030 STOP
9100 FAST
9101 CLS
9110 DIM I<12 >
9120 DIM M(12,lb»
9130 FOR N-l TO 12
9140 LET X-INT <RND*15>
9145 LET I< N >-< X#30 ?* 1000
9147 IF I<N>-1360 THEN GOTO 9140
9148-IF I<N»1200 AND ItNXl27l
THEN GOTO 9140
9150 NEXT N
9160 LET I<9>»1270
9170 LET I<7>-1480
9180 LET 1<11>-1480
9190 LET It 3>-1060
9200 LET USt1>-"ROPE"
9210 LET OSC 2 >-"ROCK"
9220 LET 0*t3>="LADDER"
9230 LET 0*t 4 >-"GOLD RING"
9240 LET OSt 5 >=“GUN"
9250 LET OSt6 >-"13 AMP PLUG"
9260 LET OSt7>="GOLDEN KEY-
9230 LET OSt 8 >*"TORCH"
9299 LET OSt9>-"BATTERY"
9308 LET OSt10>-"LOG"
9318 LET OSt11>-"MANUSCRIPT"
9320 LET OSt12>-"MARROW-BONE"
9400 SLOW
9425 LET UND-0
9475 LET UNC-0
9480 GOTO 8000
9500 RETURN
9608 FOR N=1 TO l2
9605 LET P-P+l
9610 IF KN>=SET THEN GOTO 9630
9615 IF P-12 THEN GOTO 90
9620 GOTO 9650
9630 IF NOT FOUND THLN PRINT ", I
CAN SEE A_"
9640 PRINT OStN>
9630 NEXT N
970O GOTO 1U0
9808 SAVE "TV
9960 GOTO i
HREE TYPES of alien appear
on your screen—a large ship, an
orbiting alien and a descending
alien. Move your laser base left with 5
and right with 8. Fire with 1. You gain
50 points for every orbiting alien de¬
stroyed, 100 points for every descend¬
ing alien destroyed, and you lose 50
points for every descending alien which
1 GOTO 5
2 SAVE "PHOENIX ATTACK"
5 GOSUB 2500
7 LET HI“0
10 LET SC-0
15 LET L-5
20 LET S-0
■J0 LET T-l
40 LET B-15
50 FOR F-0 TO 19
55 PRINT RT F,0;"<32*isP>"
60 NEXT F
70 PRINT "<4*isP 24*99'4*i»P>“
60 PRINT "<x*P'2*99'23*9h=2*99
ISP >"
90 PRINT RT 0,10;"<11*97>"
91 PRINT RT L8j"<91) 0 O 0 O
O 0 <92>"
92 PRINT RT 2,e;”<i*P'5*94'9t’
97-9vb*9«> M
100 LET Y-INT <RND*27>+2
110 LET X-5
150 PRINT RT 19,6>"<isP'91 9r ■1
*P >"
170 PRINT RT X, Y;"< 9y■9t >"
160 PRINT RT X,Y;"<2*isP>**
260 LET 8-B+<INKEY«-”8" RND B<2
7>-< INKEY*-"5" AND B>0>
210 IF INKEY®*"1" THEN GOSUB 15
00
220 LET X-X+l
250 IF X-l 9 THEN GOTO 2000
270 PRINT RT L,T;"<isP 91•92>"
260 LET T-T+l
296 IF T*27 THEN GOSUB 906
300 IF Y<17 THEN PRINT RT 3,15;
“Oh V
310 IF INKEY®-"0" THEN GOSUB 10
00
320 IF Y>=17 THEN PRINT RT 3,15
; ’X isP >"
350 IF 30*1000 OR SC-1050 THEN
LET S-S+l
355 IF S=1 THEN PRINT RT 0.0;“
n
400 IF X"ie RNL* <B+1»Y OR B+t-Y
♦ 1 OR B+2-Y! THEN GOTO 3000
500 GOTO 150
900 PRINT RT L,T;"<3*lsP>"
910 LET T-l
920 LET L-L+2
930 IF L-15 THEN GOTO 3000
950 RETORN
1000 REM shoot at mother ship
1003 IF S<1 THEN RETURN
1005 LET M*16
1010 LET N-B+l
1020 PRINT RT 0,0;"<i*P)"
1030 LET S—300
1050 PRINT RT M,N;"< 95 >"
1055 PRINT RT M, N; "< isP >*'
1070 LET M-M-3
1098 IF M-3 RNL« Y>-17 THEN RETUR
N
1695 IF M-3 RNL) Y< 17 AND N<>15 T
reaches the ground. Each time the
orbiting alien succeeds in crossing the
screen it will begin again, slightly
lower.
Once it is three-quarters of the way
down the screen you will run out of
time. The game will also end if a
descending alien lands on your base.
The ship can be hit only when an
HEN RETURN
1100 IF M-3 AND N-15 AND Y<1? TH
EH GOTO 40O0
1200 GOTO 1050
1500 REM fire
1510 LET M-13
1520 LET N-6+1
1550 PRINT AT M,N;"<9e>"
1555 PRINT AT M,N;“<isP>“
1570 LET M-M-l
1585 PRINT AT X, Y; '*< 9* '9t >"
1590 PRINT AT X, Y; "<2*i»P >"
1600 IF N-Y+l OR N-Y THEN GOTO 1
90O
1610 IF N=T OR N-T+l THEN GOTO 1
800
1620 LET X-X+l
1630 IF X-1B AND CB+l-Y OR B+l-Y
+ 1 OR B+2-Y > THEN GOTO 3000
1650 IF X—19 THEN GOTO 2000
1660 IF M-5 THEN RETURN
1759 GOTO 1550
1800 PRINT AT L,T;"50";AT L,T;"<
3*1 sP >"
1810 LET T-l
1820 LET SC-SC+50
1890 GOTO 150
1900 PRINT AT X, Y>"loo";AT X,Y;“
<y*isp)"
1910 LET SC-3C+100
1990 GOTO 10O
2000 REM missed erne
2020 LET SC-SC-50
2030 IF SC<0 THEN LET SC-0
2050 GOTO 100
2500 REM start
2505 FOR F-0 TO 21
2510 PRINT “<32*isP>"
2520 NEXT F
2525 PRINT AT 1,5;" Phoenix a
ttack
2530 PRINT RT 3,5,“out of deep s
Pace falls"
2540 PRINT RT 5,4;"the aliens wh
ich you must"
2550 PRINT RT 7,4;"destroyry t
o destroy the"
2560 PRINT RT 9,4?"orbitin9 a lie
nsver head"
2570 PRINT RT 11.4;"hovers the a
lien mother"
2580 PRINT RT 13,4;"shiPestroy
it to end the"
2590 PRINT RT 15.4;"alien Plot
ove with keys"
2600 PRINT RT 17,4;"5 and 8 and
shoot with 1
2619 PRINT RT 20,8;"9ood luck"
2620 PRINT RT 20,0;"<10*isP>*■
2630 PRINT RT 19,8;"9ood luck"
2648 PRINT RT 19,8;"<10*1sP>"
2650 IF INKEY®-"" THEN GOTO 2610
2660 RETURN
3008 REM 9ame over
3010 CLS
2820 PRINT RT 5,0;"* SCORE*
asterisk appears in the top left-hand
corner of the screen. That means that
your super laser is ready for its one shot
of the game. The ship can be destroyed
only by hitting the graphic A beneath it
by pressing 0.
Phoenix Attack was written for the
16K ZX-81 by S McQuillan of Belfast,
whose highest score so far is 12,200.
HI SCORE**’
3022 PRINT "********************
************"
3025 PRINT RT 7.5;SC
303O IF SO-HI THEN PRINT RT 17,
5;"NEW HIGH SCORE"
3035 IF SO-HI THEN INPUT B*
3050 IF SO-HI THEN LET HI-SC
3060 PRINT RT 7,12;”* ";B*;"..."
, HI
3880 PROSE 200
3090 CLS
310O PRINT RT 1,3;“WE, THE RLIEN
S, CHALLENGE YOU TO ANOTHE
R GAME."
3119 PRINT RT 5.4" PRESS ANY KE
Y TO RESET"
3120 PRINT AT 7,5;"...IF YOU DflR
E."
3130 IF INKEYSO*"' THEN GOTO 10
3200 GOTO 3130
3906 STOP
4000 REM mother sh ip destroyed
4010 LET SC-SC+1000
4020 PRINT RT 9,9;"bonus'looo"
4020 PRINT RT 11,4;"alien Plot d
estroyed"
4035 PRINT RT 13,7;"ir. this sect
or
4040 FOR F-l TO 30
405O LET X-INT C RNL-Y23 >+6
4055 LET A-INT <RND*24>+6
4857 IF X>23 THEN LET X-15
4058 IF fl>24 THEN LET A-15
4060 LET Y-INT <RND*4'i
4065 LET B-INT <RNL»*4)
4O70 PRINT RT Y,X;"<9t'9w>"
4077 PRINT RT B,A;"<leP>"
4038 PRINT AT Y,R; M <98>"
4090 PRINT AT B,X;"<9h>"
4100 NEXT F
4110 FOR F-0 TO 14
*115 PRINT RT F,2; !, <23*isP )"
4117 NEXT F
4120 PRINT RT 8,5;"do you wish t
o 9o to";RT 10,4;"another sector
! <y\n>"
4130 INPUT Z*
4135 IF 2*-"Y" THEN GOTO 4200
4150 CLS
4160 GOTO 3000
420O PRINT RT 8,5;"<24*isP>"
4205 PRINT RT 10,4;"<27*isP)"
4210 LET R-19
4215 LET B-15
4220 PRINT RT 7,10;"warp drive"
4230 PRINT RT fl,B; "<3*1 sP >"
4240 LET A-A-l
4245 IF fl-7 THEN GOTO 4300
4250 PRINT RT R,U;"C91•9r>"
4266 GOTO 4230
4200 REM new sector
4310 PRINT RT fl,10;“C2*isP'9<•9<
9W'9y *9* 9>'9>'2*lflP>"
4320 LET S-0
4330 IF RNO<—0.5 THEN LET S»1
4350 GOTO 30
SINCLAIR PROGRAMS October 1983
13
14
SINCLAIR PROGRAMS October 1983
m
I N EMERGENCY STOP, two cars'
appear on the screen. Enter how
many metres forward you would
like your car to move. The further you
move the more points you gain but if
you advance too far you will crash and
be dragged away to hospital. In how few
turns can you reach 100 points?
Written for the 16K ZX-81 by Ste¬
phen Turner of Wolverhampton, West
Midlands.
300 PRINT RT 0,0j"WELL DONE YOU
DID NOT BUMP THAT","ONE.."
305 PRINT "RND YOU OET ";N;" PO
I NTS. M
310 PRINT "PRESS RNY KEY TO PLR
Y AGAIN"
320 IF INKEY*-"" THEN GOTO 320
330 CLS
340 GOTO 4
400 PRINT AT 11.0;"
1 GOTO 700
2 LET N=0
4 LET G-INT <RND*S0>+1
5 LET R*-"< sP 1 2 3*96 >"
6 LET -33>0"
7 LET C»-"<sP 5*isP
0 LET D9-" 0 0”
9 CLS
10 FOR R-0 TO 0
20 LET B-INT <RND*10>+10
25 PRINT AT ll,A;Ri;AT 12,A;B*
; AT 13,A;C*;AT 14,A;D*
50 PRINT AT ll,B;"C2*sP 3*96 >“
JAT 12, B j "<4*sP 1 90)'*;AT 13,B;"<5
*i»P V'; AT 14,8)"0 0"
55 FOR 1-15 TO 21
56 PRINT "<32*9d>"
57 NEXT I
60 PRINT AT 0,0)"HOW FAR UNTIL
HE HAS TO BRAKE?"
65 PRINT "MRX-20"
70 INPUT H
75 IF H>20 THEN GOTO 70
80 PRINT Hj" METREC S >"
85 FOR X-l TO 50
86 NEXT X
90 PRINT AT 0,0;"
100 LET A’A+1
105 IF A-H THEN GOTO 20G
110 PRINT AT 11,A;RJ;AT 12,A;BI-
; AT 13,A;CS;AT 14,A;D*
115 PRINT AT 11,B;"< 2*sP•3*96 >"
j RT 12,8;"< 4*sP•98 >";AT 13,B;"<5
*i»P>";AT 14,8;"0 0"
120 GOTO 100
210 IF A-B-14 THEN GOTO 290
220 IF R>B-5 THEN GOTO 400
290 LET N-N+A
295 IF N>-100 THEN GOTO 1000
410 FOR 2-1 TO A
411 NEXT 2
420 PRINT AT 11,A
96 92)"; AT 12, A; ">
sP>";AT 13,A;"<sP-
;AT 14, A; “< 94 • 97'9.
421 FOR 0-1 TO 50
SINCLAIR PROGRAMS October 1983
51
422 NEXT fj
430 PRINT AT 9,R;"<91 96 isP 96
1 99 r 96 : 92)";RT 10,fl;"<sP 5*isP>"
;RT ll,flj”<iftP'3*9h isP)“;RT 12,
R;"<isP3*9f ■x sP>";fll 13, fl;"<5*i
sP)";RT 14, fi;"(94-97 9r-9*isP'9
3 >"
440 FOR G-0 TO 49
450 NEXT G
455 PRINT RT 9, A;"
460 PRINT RT 12, R; ‘< 95 • 2*isp • 2*
92)";RT 12, fl;"<«P•94 2*xsP- 93)-;
RT 14, R;" < 94 •3*9f'93 >"
466 PRINT RT 10,R-l;"<96 io•96>
“;RT 12
467 FOR L-0 TO 20
468 NEXT L
472 PRINT RT 10,8-1;" ";RT 8,
fl-3; "G< IsP 94 V
473 PRINT RT 12,8;" “;RT 12
/ fl i 11 11
474 PRINT RT I3,flj'*<94 ^9U'96 95
• 94 )" ; RT 14-R-l; "<6*1 SP >“
475 PRINT RT 8,fl-3;" ";nT 12,
fi-4; "0";RT ll,A-5;"<96 x*P 94
RT 10,fl-5;"<9r sP 9e>"
'476 FOR D=0 TO 5
477 NEXT D
480 PRINT RT 12,fl-4;" ";RT ll,fl
-5;" ";RT 10.R-5;" ";RT 14,fl
-5; "0< isP -94 >"
500 FOR P-0 TO 50
510 NEXT P
520 FOR V-0 TO R-7
530 PRINT RT 12,V; " 0";RT 13,V;
" < i+ >";RT 14, V; " < iu)"
540 NEXT V
545 FOR W-A-7 TO 0 STEP -1
550 PRINT RT 12,W;"0 ";RT 13,U;
";RT u,rt
";RT 14,R
u < l+)0 ";RT
sP V
560 NEXT U
600 PRINT RT 0,0;“YOU WILL BE I
N HOSPITAL FOR 10-,"WEEKS.AND WI
LL LOSE 20 POINTS","FOR EXPENLES
H
605 PRINT "DRIVE MURE CAREFULLY
ON YOUR "-"RELEASE."
610 PRINT ,,,,“PRESS RNY KEY TO
TRY RGRIN."
620 IF INKEYS-"" THEN GOTO 620
621 IF N<-0 THEN GOTO 630
625 LET N-N-20
630 GOTO 5
700 FOR X-0 TO 23
710 PRINT RT 21,X;"<isP> 0 0"
;RT 20,X;"(i»P iP 5*isP)";fiT 19,
X; "< isP ' sP 95 0'98 ; RT 18,X;"< x
sP sP-3*96)"
720 PRINT RT 17,X;"<xsP>";RT 16
,X;"<xsP>";RT 15,X;"t isp>"?RT 14
,X;"< IsP >";RT 13,X; "< xsP >";RT 12
,Xj"< isp )“jflT 11 ,X; "< isP >";RT 10
,X;"< isP V';RT 9,X; "< xsP >";RT 8,X
i"< isP )"
725 PRINT RT 7,X;"<xsP <";RT 6,X
; "< i*P >”;RT 5,X; "< isP >“;RT 4,X;"
< IsP >";RT 3,X; "< xsP ;RT 2,X; ,, < x
sP
727 PRINT RT 21,O;"
n
730 NEXT X
731 PRINT RT 21. U; "< isP >"
740 PRINT RT 21,24;" 0 ";RT
28,24;"<4*sP 3TisP V’;RT i*,24;"
< 4*aP 95 >0" ; RT 18,24; "< AW 2*96
>"
750 PRINT AT 21,26;" "; AT 2
0,26;" ";RT 19,26;" ";RT
10,26;"
760 FOR V-30 TO 25 STEP -1
770 PRINT RT 21,V;"<94 -sP>";RT
20, V; "< i' ■ sP >";RT 19,V;"0 “
780 NEXT V
790 FOR 020 TO 3 STEP -1
809 PRINT RT 19,24;“<94>";RT 20
, 24; "< 97 >"
810 FOR G-0 TO 10
020 NEXT G
830 PRINT RT 19,24;" ";RT 20,24
; "< 9* >"
840 FOR G-0 TO 10
858 NEXT G
855 PRINT RT C,i;"
M
860 NEXT C
865 PRINT RT 20,1;22*97)"
870 PRINT RT 3,2;" *EMERGENCY
STOP*"
885 PRINT RT 5,2;"THE OBJECT OF
THE"
89E PRINT RT 6,2;"LAME IS TO ES
TIMATE"
891 PRINT RT 7,2;"THE DISTANCE
BETWEEN"
895 PRINT RT 8,2;"THE TWO CARS.
M
900 PRINT RT 9,2;"IF YOUR ESTIM
RTE IS";RT 10,2;"WRONG THE"
910 PRINT RT 11,2; "CONSECIUENCIE
S WILL BL";RT 12,2;" fatal.."
915 PRINT RT 13,2;"THL CLOSER Y
OU GET";RT 14,2;"THE MORE POINTS
";RT 15,2;"YOU GET.TRY AND GET";
RT 16,2;"10O OR MORE"
920 PRINT RT 10,1-"PRESS RNY KE
Y TO CONT."
930 IF INKEY*-"" THEN GOTO 930
940 GOTO, 2
941 STOP
1600 CLS
1010 PRINT TAB 6;"EMERGENCY STOP
n
1020 PRINT TRB 6;"<14*9s>"
1030 PRINT RT 6,2;"WELL DONE YOU
GOT ";N;“ POINTS","AND WOULD PR
SS YOUR DRIVING TESTFIRST TIME..
II
1049 FOR fl—0 TO 100
1045 PRINT flT 10,3;"Press any ke
y to cont..."
1050 IF INKEYS-"" THEN GOTO 1050
1060 GOTO 2
6999 STOP
9000 SAVE "EMERGENCY STOP"
9100 RUN
SINCLAIR PROGRAMS October 1983
52
SINCLAIR PROGRAMS January 1984
\\UW/
W ICKED GENERAL DOOM Q(quit), P(press), S(shoot), H(hit),
has captured Princess Leya. R(run), M(move). Once you have en-
Your mission is to find her tered M you will be asked F/B/S? (for-
and take her to safety in your spaceship, ward, backward, sideways).
Commands to use are T(take), D(drop), You can shoot only when you have a
blaster and some ammunition. You can
earn- only three things at a time, includ¬
ing the princess.
Written for the 16K ZX-81 by Jona¬
than Huffer of Walsall, West Midlands.
SINCLAIR PROGRAMS January 1984
JSJUij
9070 LET DSC 14 :•=" IN THE LOUNGE"
9075 LET D*<15)="IN THE COMPUTER
ROOM"
9030 LET DS< 10>=''IN A TESTING LA
9035 LET D*<17)=DS< 5 >
9090 LET 0*08)="IN THE DEVELOPM
ENT LAB"
9095 LET D*< 9>*" IN A LONG CORRIO
OR"
9103 LET 0*< 20 >='* IN THE RESEARCH
LAB"
9185 LET D*< 23 >="LOST"
9110 LET D*< 21>="NEAR THE VAULT
ENTRANCE"
9115 LET D*< 22IN THE VAULT"
9120 LET D*<24)-"IN THE JAIL"
9125 LET D*<25IN A JAIL CELL"
9130 LET D*C 26 >-"AT THE SECURITY
DESK"
9135 LET D*< 2?)■"IN AN ELEVATOR"
9140 DIM G*<15-25 >
9145 LET U*<1>="A BLASTER'
9150 LET 0*< 2 >="A SUPRISED GUARD
9155 LET 3HINEST0NE NEC
KLACE”
9160 LET 0*< 4 >="PRINCESS LEYAS C
APE"
9165 LET U*< 5 )*"AN EVIL SCIENTIS
9170 LET G*< 6 >="AN<<OUT OF ORDER
»8IGN"
9175 LET 0*<7>="AN ATTACK ROBOT"
9180 LET Q®<8>*''THE PRINCESS"
9185 LET 0*<9>="SOME AMMUNITION"
9190 LET 0S<10)="SOME GRAFFITI"
9195 LET 0*Ol)="AN APPLE CORE"
9222 LET N*=“NOTHING"
9225 DIM CS< 3-25>
9238 FOR F=1 TO 3
9235 LET C$<F)-N*
9240 NEXT F
9245 LET P=0
9250 LET RO=INT <RNDt27>+l
9255 SLOW
9500 RETURN
9900 SCROLL
9910 SCROLL
9915 SCROLL
9999 RETURN
9210 LET 0*04 )="A MAGAZINE
9215 LET 0*0 5.''-"NOTH I NO"
9220 LET S-0
10 LET A-PI/'PI
20 LET B-R
30 LET C-B
40 LET D-31
50 LET E-20
60 LET F-C
70 LET S-PI-PI
75 LET U*-"<1*>"
80 PRINT AT A-B-"<iU>"; AT C-D;
"O-V-AT E - F; "< 1" ; AT 17-26; "<
x+- - AT 3-28-U*
90 LET A«A-<INKEY*-"7" )+<INKEY
*-" 6 " >
100 LET B-B-<INKEY*-"5">+<INKEY
•-" 8 ">
120 IF 8-0 THEN LET B-30
130 IF B-31 THEN LET 8-0
140 LET C-C-<A<OKA>C>
150 LET D-D-<B<D>+<B>D>
160 LET F*F-< B<F >+< B>F )
170 LET E-E-< A<E )+< A>E)
180 IF C-A AND D-B OR E-A AND F
-B THEN PRINT "AHH";S;Z
185 IF A-10 AND 6-16 OR A-3 AND
8-20 THEN LET U*-""
190 IF A-17 AND B-28 AND US-""
THEN GOTO 350
200 CLS
300 GOTO 80
350 LET S-S+l
360 GOTO 7b
D amsels in distress was
written for the IK ZX-81 by
Stuart Lang of Clarkston, Glas¬
gow. Manoeuvre your bold knight (in¬
verse O) with the cursor keys to rescue
the damsel (inverse asterisk) and take
her to the castle (inverse +). To make it
easier you can run off one side of the
screen and you will re-appear on the
other. You must avoid the dragons (in¬
verse ") which guard her.
54
SINCLAIR PROGRAMS January 1984
. ..
flS
fsarfmAffifiH
D O YOU WANT to know if you
can see the future?
Andrew Macgregor of Rainhill,
Merseyside, sent ESP, an irresistible
routine for testing your pre-cognitive
abilities. Five abstract symbols are dis¬
played and you are invited to decide
which will be selected.
You have 25 attempts and could ex¬
pect, on a strictly statistical basis, a
success rate of 20 percent, that is five.
Any variation from that figure is signifi¬
cant.
Everyone in the office seems strictly
first-sighted but we feel sure that some
of our readers will prove to be paranor¬
mal. (16K Spectrum).
t J NUg«PE_l: INK 4: PRINT RT
1,0} THE E.5.P TEST UPS INVE.NTE
D BY PROF. vl. B • RHINE IN 1934.": I
NK 0: INVERSE 0
10 LET Z =0
20 FOR t =1 TO 25
30 LET rp=INT 16fRND): IF rp=0
THEN GO TO 30
32 PRINT RT 6,6;CHR$ 144;RT 6,
10 ; CHR4 14-5; RT 5,14;CHR4 140; RT
6,18;CHR$ 147;RT 6,22;CHR$ 14S
34 PRINT RT 7,6;"1";RT 7,10;"2
" ; RT 7,14; "3";RT 7,IS; "4";RT 7,2
2 • "g"
* 35 BEEP ,2,14: BEEP .4,11
40 INPUT "Guess Which syibOl.E
nter its No. "; a
50 IF d <0 OR a>5 THEN GO TO 40
50 PRINT RT 10,10;CHR4 (143+a>
: PRINT RT 12,10;"YOU"
70 PRINT RT 10,25;CHR$ 1143+rp
): PRINT RT 12,24;"COMPUTER"
•30 IF a =rp THEN LET Z =Z +1: FOR
n =1 TO 25: BEEP . 1, a+n : NEXT n:
INUERSE 1: PRINT RT 13,6;"CORR
EOT = ";Z; INVERSE 0
81 IF aorp THEN BEEP .3,(-S-a
86 PRINT RT 20,10;"GUESSES LEF
T = "; 25-1; *• " : PRUSE 25: NEXT
t
90 LET p=z/25fl00: PRINT RT 12
' 1 i'*20X" SCOr€ iS -Normal
100*"IF P >20 THEN PRINT RT 17,5;
"Your EoP ability is ";<p-20J;**
X above normal"
105 IF t < =0 THEN STOP
110 FOR n =144 TO 148
120 FOR f =0 TO 7
125 RERD X
m v sr chr *
ISO NEXT n
lC-0 Sflifi 24,30,66,129,129,66,36
82 .137,82,137,82,137,8
180 DRTR 24,24,24,255,255,24,24
^190 DRTR 153,90,60,255,60,90,15
q 2 !So D 3I2 255,129,129,129,129,12
210. STOP
24
SINCLAIR PROGRAMS June 1983
L ESLIE ROBINSON and Trevor
Leeming of Rotherham, South
Yorkshire have speeded this short
space invaders program by writing part
of it in machine code. The object is to
kill as many space invaders as possible
before you run out of fuel or your laser
over-heats.
To enter the program first enter the
short program lines 1 to 80. RUNning
that should produce two quotation
marks at the bottom of the screen. Next,
the three columns of numbers should be
entered. Enter each two digits separate¬
ly and work horizontally across the
columns. Thus you would begin by-
typing 2A ENTER and proceed to type
0E ENTER.
Once all that data has been typed-in,
RUN the program again to place all the
machine code in line 1. Lines 10 to 80
should then be deleted. The remaining
line 1 containing the machine code
should then become line 1 of the main
program (16K ZX-81).
2A
0E
40
06
11
36
05
0E
21
2B
0D
20
FC
5E
1C
ID
20
22
36
05
0E
21
23
0D
20
FC
36
00
0E
21
2B
0D
20
FC
0E
FE
0D
20
FD
0E
FE
0D
20
FD
10
D7
36
00
01
00
00
C9
2B
2B
2B
0E
05
23
36
00
0D
20
FA
0E
IF
23
0D
20
FC
36
00
01
OC
08
C9
1 REM zzzzzzzzzzzzzzzzzzzzzz;
zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
zzzzzzzzzzzzzzzzzzzz
10 LET R$=""
20 FOR X*16514 TO 16588
30 IF R$="" THEN INPUT R$
40 POKE X,16*CGDE R$+C0DE R$<2
>-476
50 SCROLL
60 PRINT X," TO 2>
70 LET RS=R5K3 TO >
80 NEXT X
2 GOTO 2000
3 LET HS=8
6 LET XX=3
7 LET H$="??????"
10 LET Q=0
11 LET SCORE=0
20 LET R=10
30 LET L=0
31 LET B=INT <RND*28>
32 PRINT RT 21,0;"HIGH SCORE*"
;HS;" BY ";H$
35 PRINT RT 4,B;"<sP*i**sP> M
40 LET fl=R+<INKEY$="8" RND R<2
9>-<INKEY**"5" RND R>2>
50-PRINT RT 19, R-2; "< sP : 93 ! 9w •
sP >";RT 18, R;
60 IF INKEY* 85 "©" THEN LET L*US
R 16514
61 IF INKEY**"0" THEN LET XX*X
X+l
65 IF XX=50 THEN GOSUB 600
70 IF LO0 THEN LET SCORE-SCOR
E+l
71 IF L=0 THEN LET Q=Q+1
75 IF Q>500 THEN GOTO 1000
76 IF Q>400 THEN GOSUB 500
77 IF RND>.95 THEN GOSUB 700
80 GOTO 30
8
SINCLAIR PROGRAMS August 1983
SINCLAIR PROGRAMS August 1983
500 PRINT RT 0,0;"FUEL LOW";RT
720 NEXT Z
0 , 0 ;"fuel low"
721 PRINT RT 2,0;"
501 RETURN
722 RETURN
600 FOR F=1 TO 100
1000 PRINT RT 0,0;"YOUR TINE IS
- 605 PRINT RT 0,15;"LRZER OVERHE
UP YOU KILLED ";SCORE;" ALIENS
ATED ";RT 0,15;;"laser overheate
ii
d"
1010 IF SCORE>HS THEN PRINT "YOU
606 LET Q=Q+.2
HAVE ATAINED THE HIGH SCORE"
620 NEXT F
1015 IF SCORE>HS THEN PRINT "RLE
630 PRINT RT 0,15;"LRZER OPERRT
ASE TYPE IN YOUR NAME FOR QTH
IONRL
ERS TO LOOK RT AND WONDER"
635 LET XX=0
1016 IF SCOPE >HS THEM TKIPIIT W*
640 RETURN
1020 IF SCORE>HS THEN LET HS-SCO
700 PRINT RT 4,0;"
RE
701 FOR 2=26 TO 0 STEP -2
1025 FOR F=0 TO 100
784 PRINT RT 2,2;"<94 : i* : 9w : sP*
1026 NEXT F
sP V
1028 CLS
705 LET R=R+<INKEY®="8" RND R<2
1030 GOTO 10
9)-<INKEY$="5" RND R >2 >
2000 PRINT "SPACE INVADERS
706 PRINT RT 19,R-2;"CsP* 93 *9w*
KILL AS MANY AS YOU
sP;AT 18, A;
CAN BEFORE YOUR FUEL RUNS OUT
707 IF INKEY$="0" THEN LET L=US
USE TO MOVE
R 16514
5 LEFT
710 IF LOO THEN LET SCORE=SCOR
8 RIGHT
E+15
0 TO FIRE LRZER"
711 IF LOO THEN PRINT RT 2,2;"
7004 PAUSE 2000
■i
7005 CLS
712 IF LOO THEN RETURN
7386 GOTO 3
1 REM "BOXING"
2 GOTO 6000
3 LET G=22
4 G03UB 3000
3 LET C*22
0 LET W=0
10 FOR fl-5 TO 25
12 LET G*22
20 PRINT FIT 15,R;"<9s>"
30 NEXT A
40 FOR B*13 TO 15
45 PRINT RT B,3;"<9*>"jAT B,25
j "< i*P )"
50 NEXT B
60 LET F»7
70 PRINT RT 14,F; " <9u> ";RT 1
3iF J " <99> "j RT 12,F;" < isP > ";R
T 11, F; " 0 "
60 LET V-INT < RND*3>
62 IF V-l THEN LET F*F+1
05 IF V»0 THEN LET F-F-l
66 IF V=2 THEN GOSUB 1500
67 IF F<7 THEN LET F-7
68 IF F>23 THEN LET F*23
210 PRINT RT 14, G;" <93> "j RT 1
3, G; " <9a> ";RT 12,G; " <isP> ";A
T 11, G j " 0 "
220 IF INKEY**"8" THEN LET G=G+
1
225 IF INKEY**"5" THEN LET G-G-
1
230 IF INKEY*«"0" THEN GOSUB 20
00
231 IF G-2-F RND INKEY**"0" THE
N GOSUB 4000
232 IF F+2-G RND V-2 THEN GOSUB
4500
235 IF G>*22 THEN LET G*22
236 IF G<-6 THEN LET G-6
240 GOTO 70
1500 PRINT RT 12,F+2j "<97>0";flT
12,F+2 j"< 97 >0";RT 12,F+2;" m
1550 RETURN
2000 PRINT RT 12,G-l;"0< 97 )"; RT
12, G-l;"0< 97 ;AT 12,G-l j" "
2010 RETURN
3000 CLS
3010 PRINT "WHAT IS YOUR NAME?"
3020 INPUT N*
3025 CLS
3040 LET H=INT <RND*4 )
3045 IF H=0 THEN LET R*®*'CLUBBER
LANG"
3050« IF H«1 THEN LET A**"ROCKY"
3055 IF H=2 THEN LET A*-"APOLLO"
3600 IF H*=3 THEN LET R*="MUHAMID
RLI"
3700 PRINT RT 3,0;"IN THE BLACK
CORNER IS ";TAB 4;N$;RT 6,0;"RND
IN THE GREY CORNER IS ";TAB 4;A
*
3710 PAUSE 300
3720 CLS
3730 RETURN
4010 PRINT RT 1,0;"THE WINNER IS
"; N*
4011 PRINT RT 11,F;" ";AT 12,F;
"0 ";RT 13,F;"<isP ;RT 14,F;"<9
g,gq y
4020 GOTO 4700
4510 PRINT RT 1,0;"THE WINNER IS
"; R*
4511 PRINT RT 11,G;" ";RT 12,G;
" ";RT 13,G;" ";RT 14,G;" < 9w >
9*.'-9 6 >0"
4512 PAUSE 200
4513 CLS
4515 GOTO 5000
4700 PAUSE 200
4720 LET W=W+1
4722 IF W=14 THEN PRINT RT 21,0;
"THIS ONES FOR THE CHAMPIONSHIP"
4723 PAUSE 50
4725 CLS
4730 GOTO 10
5000 IF W*0 THEN PRINT RT 10,0;"
YOU MAY RS WELL RETIRE"
5010 IF W>0 RND W<=3 THEN PRINT
"NOT BAD FOR R BEGINER"
5020 IF W>3 RND W<-6 THEN PRINT
"YOU MADE AMetur* boxing champ"
5030 IF W>6 RND W<=10 THEN PRINT
"YOU ARE NOW R PROFFESIGNEL"
5040 IF W>10 RND W<*15 THEN PRIN
T "YOU LOST IN THE WORLD
CHAMPIONSHIP"
8
SINCLAIR PROGRAMS December 1983
IF W>15 THEN GOTO 5060
GOTO 7000
FOR S*1 TO 100
PRINT FIT 10.0;"YOU RR.E THE
boxlri9 cham
the world";RT 10.0;"
T HE COMPUTER boxer stands
at one side of the screen. It is
controlled randomly, but fast-
moving. Try to knock it out by moving
backwards and forwards with keys 8 and
5 and throwing punches with key 0.
Boxing was written for the 16K ZX-
81 by G Toplass of Stoke-on-Trent,
Staffordshire.
THEN GOTO
THEN STOP
1
5080 NEXT S
7000 PAUSE 200
7010 PRINT "WOULD YOU LIKE RNOTH
ER GO?"
7016 INPUT RS
7020 IF R**"Y"
7030 IF R**"N"
8000 CLS
8030 PRINT RT 15.10;"BY G.TOPLRS
S"
8040 PRINT RT 21.0;"PRESS RNY KE
Y FOR INSTRUCTIONS"
8050 IF INKEY#*"" THEN GOTO 8050
8060 FOR R*1 TO 22
8070 SCROLL
8080 NEXT R
8100 PRINT RT 2.0;"THIS IS YOUR
BOXER"
8110 PRINT RT 4.15;"0<31**P«isP«
31*sp 5 9a = Slfcap=gq V
8120 PRINT AT 10,0j"YOU MOVE HIM
FOREWORD WITH 5 RND BACKWARD
S WITH 8. TO MAKE HIM
THROW fl PUNCH PRESS 0"
8180 PRINT RT 21,0j"PRESS ANY KE
Y TO START FIGHTING"
8180 IF INKEY*="" THEN GOTO 8190
8195 FOR S=0 TO 22
8196 SCROLL
819? NEXT S
8199 GOTO 3
SINCLAIR PROGRAMS December 1983
9
10 CLERR GO SUB 8000
20 RESTORE 9000« GO SUB 9000
30 PRINT RT 21,0; FLRSH IM¬
PRESS RNY KEY
48 IF INKEY#-"" THEN GO TO 40
50 BRIGHT 0
60 FOR rt=9 TO 21 PRINT RT 0,0
;,, ' NEXT n
70 PRINT RT 10,1;"Press ~Y~ fo
r the instructions"
80 IF INKEYS*"" THEN GO TO 80
90 IF INKEYS*"Y" OR INKEY*-"y"
THEN GO SUB 8200
100 LET bS*"0" 1 LET d=l' LET m-
0
P-0' LET x-9> LET y-1
LET yl-y
PAPER 7- CLS ' IN
K 0
150 GO TO 500
220 IF aS*"5" THEN LET bS=jS L
ET d—1* BEEP .2,10- GO TO 500
230 IF a#-"8" THEN LET bS-aS L
ET d-l> BEEP .2,10' GO TO 500
240 IF sS-"6" THEN LET bS-aS« L
ET d=l ; BEEP .2,10* GO TO 500
250 IF aS*"7" THEN LET bS-aS- L
ET d—1> BEEP .2, 10 GO TO 500
260 LET aS=INKEYS' IF aS«"" THE
N GO TO 260
270 BEEP .2.0 IF aS="H" OR aS-
"h" THEN LET P=P + 1= IF P<-5 THEN
BEEP .2,10 GO SUB 1000' GO TO
500
THEN GO TO 3C8
THEN LET yl-y1+1
THEN LET y1*y1—1
320 IF bS="6" THEN LET xl=xl+l
330 IF bS="7" THEN LET xl-xl-1
400 BEEP .2,10' CLS
410 IF y 1=0 RND xl<>15 THEN LET
y1*1' PRINT RT 2,3;"You are try
in9 to leave by";RT 4,3;"ttointt t
hrou9h the entrance";AT 6,ll;"Tr
y attain"* FOR n-0 TO 258' NEXT n
' GO TO 500
420 IF xl=15 AND yl = l THEN LET
rc=m+i: GO TO 3800
430 IF a< xl , y 1>=1 THEN PRINT RT
10.2;"You cannot So throutth wal
Is.";AT 12,12,"Try attain"' FOR n
-0 TO 208 NEXT n' LET xl-x' LET
yl*y’ GO TO 588
448 LET m=ra+l
500 CLS ' PRINT RT 1,6;"You are
look ins ";dS< < VRL b*>-4>
510 PLOT 8,0 DRAW 0,175' PLOT
247,0 DRAW 0,175
520 IF bS="8" OP bS="5“ THEN GO
TO 800
530 LET x—x1' LET y=yl
540 LET dl-d' FOR i*l TO 5
550 IF a<x+d,y >=1 THEN GO SUB <
it10>+2088■ LET d-dl* GO TO 260
560 IF a(x+d,y-l>=1 THEN GO SUB
<it10>+2860’ GO TO 580
578 GO SUB <i*10 >+2210
580 IF aCx+d,y + 1>=1 THEN GO SUB
<i*10 >+21 10 s GO TO 680
590 GO SUB <i*10>+2160
618 LET d=d+dl■ NEXT i
628 LET d=dl« GO TO 260
808 LET x=xl = LET y=yl
810 LET dl-d FOR i=l TO 5
315 IF y+d=0 AND x<>15 THEN GO
TO <1*10>+2490
817 IF y+d=8 OP y+d-32 THEN IF
x*15 THEN GO TO <i*lO>+2590
828 IF a<x,y+d>-l THEN GO SUB <
i*10>+200O' LET d-dl' GO TO 260
838 IF a< x-1,y+d >-l THEN GO SUB
<i*10>+2060 GO TO 850
840 GO SUB <i*10>+2210
850 IF a< x+1,y+d >*1 THEN GO SUB
<i*18 >+2110• GO TO 870
868 GO SUB <i*10>+2160
380 LET d-d+dl« NEXT i
898 LET d-dl* GO TO 268
1000 BORDER 7' PAPER 7> CLS > IN
K 0
1010 PRINT RT 0,8;"PLAN OF MRZE
No.";P
1O20 FOR n=l TO 20' FOR b-1 TO 3
1
103O IF a< n,b >=1 THEN PRINT AT n
1040 NEXT b' NEXT n
1850 IF x=9 RND y-1 THEN PRINT A
T 9,8;">"
1060 PRINT AT x,v; FLRSH 1;"X"
1870 IF x< >9 OR y<>l THEN PRINT
RT 9,1;">"
1080 PRINT AT 15,1;"<"
1100 PRINT £1;" YOU ARE WHERE
THE ~X~ IS."
1110 PRINT £0;" ENTRANCE = >
EXIT - <"
1130 FOR n-0 TO 50
1140 BEEP .85,n= BEEP .05,50-n
1150 NEXT n
1160 CLS > RETURN
2010 DRAW -239,0' PLOT 8,0- DRAW
239,0 RETURN
2028 PLOT 48,32' DRAW 159,0' PLO
T 48,144' DRAW 159,8> RETURN
2630 PLOT 88-56' DRAW 95,8> PLOT
80,120 DRAW 95,0' RETURN
2040 PLOT 104,72 DRAW 47,0- PLO
T 104,104. DRAW 47,0> RETURN
2050 PLOT 128,80' DRAW 15,0’ PLO
T 120,96' DRAW 15,0' RETURN
2860 RETURN
2070 PLOT 8,0' DRAW 48,32' DRAW
0,111 DRAW -40,32' RETURN
2080 PLOT 48,32' DRAW 32,24- DRA
W 0,64. DRAW -32,24' RETURN
2090 PLOT 80-56' DRAW 24,16- DRA
W 8,32' DRAW -24,16- RETURN
2188 PLOT 104,72- DRAW 16,8' DRA
W 0,16' DRAW -16,8' RETURN
2110 PLOT 120.30= DRAW 3,8' DRAW
O UR INITIAL reaction on play¬
ing Labyrinth, by Steven Vig-
naux of Bridgwater, Somerset
was that it surpassed comparable pro¬
fessional software. Perhaps that is not
surprising for Vignaux has had more
access to computers than the majority of
our readers.
His school owns five Spectrums and
he was having lessons on them and
practising on his ZX-81 at home until
he upgraded to a Spectrum last Christ¬
mas. He is developing his programming
skills and is learning machine code.
On RUNning Labyrinth you will
find yourself inside the entrance of a
large maze, from which it is your object
to escape. Three-dimensional views of
the maze to north, south, east and west
can be obtained at the press of a button.
When you are completely lost, press
“H” and a plan of the maze will be
displayed briefly, but that option is
available only five times during your
journey (16K Spectrum).
30
SINCLAIR PROGRAMS August 1983
<
-8,8: RETURN
2120 PLOT 247,175= DRAW -40,-32:
DRAW 0,-111= DRAW 40,-32= RETUR
N
2130 PLOT 207,32- DRAW -32,24- D
RAW 0,64= DRAW 32,24- RETURN
2140 PLOT 175,56- DRAW -24,16- D
RAW 0,32= DRAW 24,16- RETURN
2150 PLOT 151,72= DRAW -16,8= DR
AW 0,16- DRAW 16,8- RETURN
2160 PLOT 135,90- DRAW -0,8= DRA
W 8,8= RETURN
2170 PLOT 247,32= DRAW -40,0 DR
AW 0,112- DRAW 40,0= RETURN
2180 PLOT 207,56= DRAW -32,0= DR
AW 0,64= DRAW 32,0= RETURN
2190 PLOT 175,72= DPAW -24,0= DR
AW 0,32 DPAW 24,0- RETURN
2290 PLOT 151,80= DRAW -16,0 DR
AW 0,16= DRAW 16,0- RETURN
2210 PLOT 127,88= DPAW 8,0- RETU
RN
2220 PLOT 8,32= DRAW 40,0= DPAW
0,112= DRAW -40,0= RETURN
2230 PLOT 48,56= DPAW 32,0- DPAW
0,64= DRAW -32,0= RETURN
2248 PLOT 80,72= DPAW 24,0= DPAW
0,32' DPAW -24,0= RETURN
2250 PLOT 104,80- DRAW 16,8= DRA
W 0,16= DRAW -16,0- RETURN
2260 PLOT 127,38= DRAW -7,0- PET
URN
2509 PLOT 8,160= CRAW 239,0 PLO
T 3.151' DRAW 239,0 PRINT AT 2,
8;"E N T R A N C E"- LET d-dl> G
0 TO 260
2510 PLOT 48,136= DRAW 159,0= PL
OT 48,127 DRAW 159.0 PRINT AT
5,12;"ENTRANCE"- LET d=dl GO TO
260
2550 LET d-dl= GO TO 260
2610 PLOT 48,136 DRAW 159,0 RL
OT 43,127 DRAW 159,0 PRINT AT
5, 14; "EXIT" = LET d=dl= GO TO 260
2700 GO TO 260
30Q0 BORDER 1 PAPER 1 CLS IN
V- 7 BRIGHT 1
301O PRINT RT 21,8; FLASH \,V sP
= i95 2*SP i96 -53 i96 95 = 2*93 197
• 95 s p 94:-52= 194 93 96 91 97 = 93
95-i97 = *P- 195 93=194 = 92=195 5? 9
5 = sP >“= RANDOMIZE USR 3288
3820 PRINT AT 21-8; FLASH 1 ;"<sP
=i95 2*sP=i9l i93 i92 95 2*93 19
7 *P 96 92=SP i9l i93 i96 sP 95'
sP'95-91 197 =195 SP i95 = SP = i94 = 9
3■97 = sP >"' RANDOMIZE USP 3280
3830 PRINT AT 21,0; FLASH 1;"<SP
=191=i93=197-i95=sP 2*95 2*193 9
2 = SP 1 95 2*sP = i95 = sP 96 94 192 =i9
3 = 95'SP 91■i95 = sP = 195 = sP = i95 = SP •
95 = sP >"= RANDOMIZE USP 3289
3035 PRINT AT 21,0; FLASH 1;"
H
3040 FOR rt-0 TO 16
3050 RANDOMIZE USP 3288
3060 NEXT o
3070 BRIGHT 1
3030 PRINT AT 8,3; "You manned t
o 9et out io"
3090 PRINT AT 9,3;m " moves."
3100>IF P-0 THEN PRINT RT 11,0;"
You did not ask for heIP at all"
.i
3110 IF P=1 THEN PRINT AT 11,3;"
You asked for heir- once. "
3120 IF P-2 THEN PRINT AT 11,3;"
You asked for help twice."
3130 IF P>2 THEN PRINT AT 11,2;"
You asked for heIP ";P;" times"
3140 PRINT AT 15,0;"Would you li
ke to* see the maze you have coo
Suered a9air> ?"
3150 PRINT AT 18,8;"Press ~Y~ if
YES"
3160 IF INKEYS--- THEN GO TO 316
0
3170 IF INKEY*="Y" OR INKEYS-"y"
THEN GO SUB 4000
3180 FOP. o-15 TO 18- PRINT AT n,
0;,,= NEXT n
3190 PRINT AT 15,0;"Would you li
ke to Play a9aio ?“
3200 PRINT AT 13,3;"Press ~Y~ if
YES"
3218 IF INKEYS-"" THEN GO TO 321
0
3220 IF INKEYS-"Y” OP INKEYS-"y"
THEN GO TO 3240
3230 BRIGHT 0= BORDER 7= PAPER 7
= CLS = INK 0= STOP
3240 GO TO 10
4900 BRIGHT 0= BORDER 7= PAPER 7
= CLS = INK 0
4005 PRINT AT 0,18;-PLAN OF MAZE
4010 FOR o-l TO 20
4820 FOP i-1 TO 31
4030 IF a(o,i>-l THEN PRINT AT o
, i;
4040 NEXT i= NEXT o
4050 PRINT €0;" PRESS ANY KE
Y TO PETURN "
4860 IF INKEYS=-" THEN GO TO 486
0
4078 CLS - RETUPN
8000 BORDER 1- PAPER 1= CLS ■ IN
K 7= BRIGHT 1
8005 PRINT AT 21.0; FLASH 1;"
8040 FOR o-0 TO 16
8850 RANDOMIZE USP 3280
8060 NEXT r.
3070 PRINT AT 9,8;"ey Steveo Vi9
oaux"
8080 PRINT AT 12,2;"Please wait
while I work out"
8090 PRINT AT 14,12;"the maze"
8109 RETURN
8210 PRINT AT 10,1;"
RANDOMIZE USP 3280
8010 PRINT AT 21,0; FLASH !;"<sP
= i95 2*sP = i96 = 93 = 96 = 95 = 2*93 -i97 =
96 -SP- 94 92 -i94•93 1 96 = 91■97 = 93 - 9
5- i97 sP = i95 = 93> i94 = 92= i95 = s.P -95
-sP>"= RANDOMIZE USR 3280
8020 PRINT AT 21.0; FLASH 1 ;"<sP
= i95 2*sP-i9l-i93 =i92 = 95 = 2*93•i9
7-sP-96 92 SP-i9l = i93-i96-SP =95'
sP-95 = 91•i97 =i95■sP■i95 = sP = i94 = 9
3 = 97•sP >"= RANDOMIZE USR 3280
8030 PRINT AT 21,0; FLASH l;"(sP
• 191 = i93=i97=i95 = sP'2*95 = 2*i93 = 9
2 = sP = 95'2*SP = 195 = SP =96:94= i92= j9
3 95 sP = 91,i95 SP = i95'SP «i95 = sP-
95sP>" = RANDOMIZE USR 3280
8035 PPINT AT 21.0; FLASH 1;"
SINCLAIR PROGRAMS August 1983
31
8220 PRINT AT 6,2;"The object of
the 9aroe is to","find your way
out of the maze."
3230 PRINT " If while trying to
find your way out of the maze
you find youare completely lost
then you can9et some help by Pre
ssin9 "H". Once you have Presse
d the key the screen will clea
r and you. will be shown a Plan
of the maze. This will indi
cate your Position in the maze
/ the exit and the entrance. Ho
wever the Plan will only remai
n on view for a short Period o
f time."
8240 PRINT RT 21,6," PRESS RNY
KEY TO CONTINUE
8250 IF INKEYS="" THEN GO TO 825
0
8260 BEEP .2,0= BEEP .-2,10
3270 FOP n»6 TO 21= PPINT RT n.0
i ,,= NEXT n
3275 PRINT RT 6,0;" Another thi
n9 about the Plan of the maze i
s that you are only9iven >cces?
to it five times."
8280 PPINT
Once the 9ame star
ts you will be 9iven a. thro* dim
ensional representation of th
e maze as you would see it. Th
is view is 9overned by the dire
ction in which you are look in
9. You can look either north,so
uth,east or west."
8290 PRINT " When you move you
move one Place forward in the
direction you are lookin9."
8300 PRINT RT 21.0;" PRESS RNY
KEY TO CONTINUE
8310 IF INKEY*="" THEN GO TO S?1
0
8320 BEEP .2,0= BEEP .2,10
8330 FOP n®6 TO 21= PRINT RT -.0
•,,« NEXT n
8340 PPINT RT 6,0;"Keys for look
in9 in different direction-- "
3350 PPINT WEST SOUTH
ORTH EAST"
8360 PRINT " 5 6
7 9“
DDT 1 LET L-VRL "S' 1
2 LET 8«SGN PI
3 CLS
8370 PRINT '"Rs indicated by the
arrows abovethe key."
8375 PRINT '"Press ~0~ to move o
ne Place forward in the dire
ction soo are lobkin9."
8380 PPINT Press ~H~ fo
r HELP”
8390 PPINT RT 21,0," PRESS A
NY KEY TO PLAY"
8400 IF INKEYS 3 "" THEN GO T0 340
0
8410 BEEP .2,0= BEEP .2,10
8428 BORDER 7= PAPER 7: CLS IN
K 0
8430 RETURN
9000 DIN a<20,31> = DIM dS<4,5>
9010 FOR n»l TO 20
9020 READ b*
9930 FOR i-1 TO 31
9940 LET a< n.i>=VAL b*<i>
9079 NEXT i
9080 NEXT n = BEEP .2,0
9090 BEEP .2,10
9095 FOP n-1 TO 4= READ dS( n > N
EXT n : RETURN
9100 DATA "111 Ill! Ill 11 111 111 111
1111111111"
9110 DATA "101001000101000000080
0100100001 "
9120 DATA "100011010101011101111
0010001101 "
9130 DATA "1010010111010101O1OOO
10101000O1"
9140 DATA "101111010081010881010
1010111111 "
9150 DATA ”100000000111011111010
1000100001 "
9160 DATA "101010111000800000000
1310101101"
9170 DRTR "101010100011810101010
1010000011"
9180 DRTR "001010101010310101018
1010111001 "
9190 DRTR "181110000008113101011
1010101111 "
9200 DRTR "1010101•1110010100810
0010000001"
9210 DRTR "1110001010111O9011011
1110101101 "
9220 DRTR "100011101010111109010
0000101001 "
9230 DRTR "111110000000101091111
1111101011 "
9240 DRTR "001011101011101013003
3301301001"
9253 DRTR "101000001000001010111
0101111011 "
9269 DRTR "101011111101111110081
0100000001 "
9270 DRTR "100001000831000001111
0111011101 "
9280 DRTR "101013010100011100000
0001000001 "
9290 DRTR " l\ 11 11111111111111111
1111111111 "
9380 DRTR "WEST","SOUTH","NOPTH"
"EAST"
W HEN THIS GAME is RUN
you find yourself at the bot¬
tom of the screen with a
horde of dark shapes above you in the
air. Maddened by that intrusion on
your airspace, you rush from side to
side, using keys “1” and “A”, shooting
at the shapes with key 0. The game ends
with your score if you shoot an empty
space or if you run out of time.
Space Craze was written for the 1K
ZX-81 by P Roberts of Leominster,
10 FOR N=11 TO 20 STEP .03
20 IF RND >.5 THEN PRINT RT N,R
ND* 15+2.1 " + "
30 LET L=L+< INKEY$*"fl M RND L< 1
7 >-<INKEY$="1" RND L>2>
40 PRINT RT 21,L-2;“<sP=93=isP
• 94 : £,p ’) '«
50 IF INKEY$="0" THEN COSUB 13
0
60 NEXT N '
100 PRINT RT N;0;S
110 PAUSE VRL "4E4"
120 RUN
13U FOR R”CODE "a" TO CODE "<9d
V' STEP -CODE "< 91>"
131 PRINT RT fl,L;
132 IF PEEK <PEEK 163*38+256*PEE
K 16399>*21 THEN GOTO 140
133 PRINT "< 95 >"
133-PRINT "<95 >"
134 PRINT RT R,L; " "
136 NEXT R
137 GOTO VRL "100"
140 LET S*S+CODE "<91> M
141 PRINT " "
142 RETURN
Xk
%
.sr
m
32
SINCLAIR PROGRAMS August 1983
80 LET Y*Y+<INKEY*«"0")-<INKEY
S»"1 M >
90 PRINT AT X-l,Qj" "
103 IF INKEYS-"E" RND Y-Q THEN
LET X-X-2
C LIMBER is a reaction game
guaranteed to test the co-ordina¬
tion of the most lightning-fin¬
gered operator. You must make your
way through a series of parallel walls in
which a magical gateway appears at
random positions. You are represented
on-screen by A and manoeuvre yourself
with keys 1 and 0.
If you are quick enough to position
yourself under an opening you can pro¬
ceed to the next level by pressing E.
When you reach screen-top your time
will be displayed.
Climber was written by David
Cockburn of Manchester. (IK ZX-81).
4 REM "fi CLIMBER"
5 LET S-VRL "0"
10 LET X-VflL "19“
20 LET Y»1
25 LET Q-INT <RND*18>+1
30 FOP fl-1 TO 9
40 PRINT RT R*2,1;"<eighteen i
nverse SPRCEs>"
50 NEXT fl
65 FOP U*»0 TO 15
66 LET S-S+l
110 PRINT RT X,Y-lj" fl "
112 IF X-l THEN GOTO 300
115 IF INKEY*-"E" RND Y-VRL "0
THEN GOTO 21
120 NEXT U
130 GOTO 25
'Utl
10
CLS
400
INPUT C
20
PRINT "CONNECT 4"
410
IF C<*0 OP 0*9 THEN GOTO 4
30
PRINT RT 21,1;"12345678"
00
40
FOR X-6 TO 1 STEP -1
420
IF C*<C>="0" THEN GOTO 490
50
PRINT RT X+14,0;7-X
430
PRINT RT 2,0;"
60
NEXT X
500
FOR X-5 TO VRL <CS<C>>*13 S
70
LET G-0
TEP 1
.
30
LET C*-"66666666"
510
PRINT RT X,C;GS
100
IF G<>0 THEN GOTO 200
520
PRINT RT X,C;" "
110
LET GS="<inverse SPRCE>"
530
NEXT X
120
GOTO 300
540
PRINT RT X,C;G*
200
LET GS-*"<9r.jPhic H>"
600
LET C*<C>-STR* <VRL (CKO)
300
LET G*N0T G
-1 >
310
PRINT RT 2,8;G*;" COLUMN?"
700
GOTO 100
C ELIA SIMS of Gt Yarmouth,
Norfolk has managed to squeeze
a Link 4 game on to an unex¬
panded ZX-81. The display is surpris¬
ingly complete, even to the extent that
the counters can be seen falling down-
screen into position on the frame.
Link 4 is a version of the parlour
game for two people in which you are
required to place four counters in a row
before your opponent. In this listing,
the frame for the counters is represent¬
ed by the numbers 1 to 8 and you are
requested to enter the number appropri¬
ate to the column you wish to occupy.
The four counters can align horizon¬
tally, vertically or diagonally. Black al¬
ways leads, so players should take turns
in using it.
The listing does not check for win¬
ning lines so it is up to the player to
shout “Yippee” as appropriate. (IK
ZX-81).
SINCLAIR PROGRAMS May 1983
29
//////.
SPECTRUM MORSE
S PECTRUM MORSE, an excel¬
lent Morse code training program,
must be one of the most effective
educational listings we have published.
It is difficult to think of any other
method of home tuition which could
work so well. The author of the routine,
T Garner of Manchester, says that
when Morse code is being studied “the
individual letters should be sent from
the stan at the speed the student wishes gives longer thinking time. Proficiency
to attain. The space between the letters at speed 10 should ensure that the
can be long at first, then reduced gradu- student will have no difficulty with the
ally, keeping the letters at the same receiving part of the Morse section in
speed and thus reducing the thinking the radio amateurs’ examinations.”
tunc * A full list of instructions is given at
“The letters and numbers in the ihe start of the program and the morse
program are sent at approximately 15 from the Spectrum speaker sounds ex¬
words per minute. Selecting a low speed traordinarily life-like. (16K Spectrum).
g>REM © Tom Garner 19
10 POKE 33658,8
30 DIM P*<36,5J
30 DIM Bt(36)
- C * = "«BCDEFGHIUK
RUUUXYZ1234S67890"
50 FOR Nil TO 36
60 LET B*(N)=C*(N»
70 REPO P»(N)
60 NEXT N
90 DRT9 “PBCCC"."BPPPC
•• , "BPPCC" , "PCCCC" , "P9BPC
" ,"RPPPC","PPCCC","flBBBC
" ,"flBflflC"
100 DRTP "BBCCC","BPCCC
■' , ''PBBRC" , “BBPBC" , “PBPCC
” ,"BCCCC”,"PP8CC","PROBC
R EACH BLOCK"; LET S=0
1130 FOR F=1 TO I
1130 INPUT Of
1140 PRINT F;
1150 IF 0*-USIF) THEN PRINT ” CO
RRECT. •: LET S=S*1
1160 IF 0$OU$ (F) THEN PRINT ” Y
DU GPVE ”, O*, " IT UPS ”;U*<F)
1170 NEXT F
1160 PRINT "YOU UERE CORRECT ”;S
TIMES OUT OF ”;I
1900 INPUT ;"DO YOU UPNT TO SEE
THE MORSE PLPHBBET «Y^N)?”;I*
1910 IF I$t >“Y“ THEN GO TO 510
1930 CL S
30e0 PRINT ,,TPB 1, -P . ; TPB 13
,"M —”,TPB 35;"Y
3010 PRINT TPB 1; "B --",TPB 13
. N -. -;TPB 25; "Z
3030 PRINT TPB 1,"C -.-.";TPB 13
, "O-" ; TPB 35, "1 .-”
2030 PRINT TPB 1,"D -..".TPB 13;
”P - ; TPB 25, ”3 -.-•*
2040 PRINT TPB 9;"E .";TPB 13;"O
--- TPB 25, ”3-—-
30S0 PRINT TPB 1,”F TPB 13
, - R - -. TPB 2S; "4 ....-"
2360 PRINT TPB 1,"G ,TPB 13;
•S ...":TPB 35;"5 ."
2C70 PRINT TPB 1,"H -";TAB 13
"T -“.TPB 25;"6
2060 PRINT TPB 1,"I ..".TPB 1, , ”
. . - ’ . TPB 25; ”7
2090 PRINT TPB 1;"U .-",TPB 13
; "U TPB 25, "B-.."
2100 PRINT TPB 1;"K -.-",TPB 13;
-J . - ",TPS 35, "9-
340 IF Oft=P* THEN LET P=P*1
350 IF CSWPS THEN PRINT F,“. Y
OU ENTERED ”, O*, ** IT UPS ", P*
360 PAUSE 200
370 RETURN
360 PRINT ** HORSE TRP
I N E R ”...,"P BLOCK OF FOU
S NUMBERS PND","LETTERS WILL BE
SELECTED PT " , "RPNDOM PJJD YOU U2
-L BE ASKED","TO INTERPRET THEM.
IF YOU RRE“ , "URONC- THEN YOU UIL
~ BE ABLE- ,’TO COMPPRE YOUR INTE
RPRETPTION WITH THE CORRECT PNS
JER.",,,"SPEED 10 UILL GIUE PPPR
DX 15",“UORD5 PER MINUTE. SLOUER
SPEEDS","UILL INCREPSE THE INTE
PUPL","SETwEEN LETTERS TO GIUE Y
OU","MOR£ TIME FOR INTERPRET PTIO
BPB8C","BBPPC
RPPBB",“AAAAB
BBPPP",“BBBPA
360^"
130 REM SET UP SPEED
1*0 INPUT "SPEED 1 TO 10 : I
IF I>10 OR I<1 THEN GO TO 140
150 LET A=.06: LET B*.18 LET C
=0; LET 0=10/1
160 GO TO 400
170 REM GENERATE BLOCK OF 4 FIG
JRES PND SOUND CODE
180 DIM
190>FOR M=1 TO 4
200 DIM p* (4.5>
310 LET R=INT CRND»36*1)
230 LET DSCM>=R*IR)
230 LET E*CM)=B*<R»
240 FOR N=1 TO 5
350 BEEP URL D*IM,N),15
370 NEXT N
380 PPUSE B*D»S0
290 NEXT M
291 PPUSE .42 iD *50
300 IF Z=2 THEN GO TO 1000
310 INPUT ;"ENTER INT ERPRETPTIO
^330 Let p*=e*(U *e*(2)»e*c3>*e*
'330 IF Q*=P* THEN PRINT F;” RIG
110 DRTP "BPRBC
390 GO SUB
*00 PRINT
, w iuu wmhi 1 u in'-u
T YOUR RNSUER 1. PFTER EPCH BLOC
X 2.UHEN SEQUENCE COMPLETECE
NTER 1 OR 21 ”; *J
**0 IF 0=2 THEN LET Z=2
*50 CLS
160 lET P^«
465 DIM US(1,4)
470 FOR F=1 TO I
4B0 GG SUB 17B
490 NEXT F
495 IF Z=2 THEN GO TO 1100
500 PRINT ,,“YOU UERE CORRECT ~
, P; ” TIMES OUT OF ”; I
505 GO TO 1900
510 PRINT ,..."ENTER *Y* FOR PN
OTHER GO."
520 INPUT U*
530 IF US»“Y" THEN CLS
540 IF U»«”Y" THEN GO TO 380
SS0 IF U*<>“Y“ THEN STOP
10ee REM
1010 LET 'J$(F1 B EK1).E*(2) »ES(3)
• EG 14)
1030 GO TO 490
1100 CCS
1110 PRINT “ENTER YOUR RNSUER FO
2120 FOR M=0
3130 FOR N=1
PRINT PT
3 AU5E 50
2150 FOR P = I
.-160 SEEP URL
2170 NEXT P
?163 PRINT PT
“190 NEXT N
3 200 NEXT M
3210 GO TO 51
SINCLAIR PROGRAMS May 1983
SB COSUB 9500
CO CLS
61 PRINT AT 7,12;"<9*'5*9? Or>
";AT 8/12 j m <9S>5*sP ! 98>"
62 PRINT AT l2,l2i"<95-5*«P-98
>";AT 13. 12;"<9ui 5*96 9-1 >"
65 LET 3—0
70 DIM A*<26,36)
100 LbT A*<3 -"<2*sP'32*lsP >"
110 LET A*( 4 )-"< 2*sP ■ isP 9h : sP 1
if* sp 5*9h sp 5*9h < 2tsP • 10*9h 3*
' * i*>"
120 LET A$< 5>-"<2XsP•lsP•Oh sP ’
9h'2*sP • 4*9h ■ 3*sP ; xm -2XaP 'XS'SP'
10*9h-••9h : • xsP >"
130 LET A*<6>*"<2*sP ■ isP 2XSP -2
*9h 5*sP 1 xr* 5*9h • 2*sP I0*9h if* 9
h • if* • xsP >"
140 LET fl*C7 >*"< 2*sP isP '9h sP
x s'6*9h•sP•6*9h•SP•10*9h•• 9h -
isP >"
150 LET RS<0>-"2*»PisP 2*9h’2*
sP • 3*9h • 3XsP • fe*9h • 3*sP ■ if* • 3**P • 4
*9h• ' : 'is xsP >"
160 LET AS< 9 >* •'< 2*sP = l sP «3*9h • s
P • 9h sp ; .ir* sP 9h ■ sP • 6X9h • sp • 5*9h
• 2XsP 9h•3*sP-Oh sP = xsP >"
170 LET R*< 10 >- '*< 2*sP - i sP 9h 5*
SP • 3*9h sP 1 9h • sP if* fcXsP if* 3X9h
is'2*sP • 3*9h• sP ' lSp
ISO LET AS< 11 2*SP ISP 9h is
-5*9h 2XsP xs - 2*9h xs • 2*9h sP if*
sp Oh•sP•5*9h■sP■3*9h-sP isP >"
130 LET A*C12>-"<2*sP isP 9h sP
•9h ls sP 4*9h sP 2*9h -sp *2*9h •i
t. Oh sf Oh • x s 5*9h • sP ' 3*9h sp l s
210 LET RJK14 2XsP isP Oh sP
• Oh•2*SP 4*9h•sp 4T0h 3*SP•is 9h
• sP 1 5*9h • sP • 3t0h • xr* isP >"
220 L ET M< 15 )-"< 2*SP XSP Oh sP
7*9h is 4*9h•sP•2tOh sP•9h■sP'5
• Oh • f-P • 3*9h ' if* l sP >"
230 LET R*<16>«*'C2*sP’isP-9h'it
'2*sP 'is 4*9h '• sp • 3*9h • sP xs sP • 8
*9h : 2*sP it if* - xt-sP xs-3*9h sp -
ISP >"
240 LET A*<17>“"<2XsP•isP 9h•sP
2*9h • sP • 4*9h * sP = ls ■ if* • 2*sP • Oh • s
P 3*9h sP 5*9h•SP 4*9h )"
258 LLT Rif. 18 >="< 2*sP isP 4*9h •
sP 4*9h ' 3*sP • 3*9h • 11 SP • l r*' 2-tsP
5*9h=2*sP ? is - ii* it isP >"
260 LET RS<192*sP isP 4*3h
sP'x s 3*9h is-6*9h sP•2*9h sP 7t
OhsP■2*9h'iSP>”
270 LET AS< 20 >*•"<2XsP isP 5*9h
lt : sP'2*9h•SP•fc*9h : sP'2*9h is 7*
Oh SP 2*9h'isP >"
280 LET RC<21>*"<2XsP isP'6*9h !
2*sP Oh ' 2XsP ' xs' if*' 3*Oh sP • 2*Oh
sP 'Oh if* xs - it 4*sP '2X9h■ isP >“
230 LET R*<222-tsP • xsP -7*9h*
x s • x f* • sP : 2tOh • 2tsP • i t sp x s • 5-taP
•5*9h-it 2t9h-isP>"
30O LET R*< 23 >= "< 2-tsP • i sP = 8*9h •
it 2l*Oh 1 isP >"
310 LET R*<24)=" ( 2XsP•32XisP >"
400 LET R=14
410 LET B-17
420 LET
500 LET R-R-K INKEY*’-"6" >-< INKEY
Ti~"7" >
510 LET B~B+<INKEYS-"8">-<INKEY
*="5" >
800 PRINT RT 9,12;"<05•sP>";R*<
R-l.B+l TO B+3 >; "< sP ■ 08 >"; RT 10,
12; "<05 sP >" >RS<fi,8+l TO B+3>;"<
SP • 08 r; RT 11,12; "< 05 sp >";R*< m
1/B+l TO B+3 >; "< SP 03 >";RT 12, 1>-
; "< 05 5XsP 98 >"
810 PRINT RT 10,I5;e*
9O0 IF R*< R, b+-8 >-"C is ■" THEN GO
SUB 1000
910 IF R*<fl,B+2>-"<x*>“ THEN CO
SUB 9O0O
920 IF R*<R,8+29h>" OR fl*<fl
xsP >" THEN GOTO 2000
930 IF R*(R,B+2>-"< if*>" THEN GO
SUB 1100
940 IF fl*C R,B+2 >="<11 >" THEN CO
SUB 120O
A NEW PHENOMENON is re¬
placing the squashed frog
games which used to dot the
pages of Sinclair Programs. Hapless pro¬
grammers are being trapped in mazes of
great complexity, with an assortment of
enemies and handicaps confronting
them. The number of ways in which a
maze can be used is growing steadily.
Tomas Whitlock of Hull confronts
16K ZX-81 users with a maze of which
only a small area dan be seen at one
time. While scratching for the exit you
have the chance to gain points by killing
monsters and picking-up treasure. Full
instructions are given once the program
is RUN.
993 GOTO 500
1000 LET B*~-<ix>"
1010 LET fi*< R,B+2 >~ M “
1020 RETURN
110G REM XFIGHT*
1110 PRINT RT 10,15;" ";RT 10,15
; "; "; RT 10,15; ;RT 10,15;" + '*;R
T 10,15;"-";RT lO,15;;RT 10,1
5;"/";RT 10,15;"*";RT 10,15;"£";
RT 10,15;"<";RT 19,15;"> M ;RT 10,
15;..;RT 10,15;"<“;RT 10,15;"?
";RT 10,15;".’';RT 10, 15; ". " ;RT 1
0.15;" "
1120 IF BS-"<ix>" THEN GOTO 1140
1130 GOTO 2100
1140 LET R*<fl,B+2"
1150 LET es="X"
1160 LET S=5+100
1165 PRINT RT 0,0;"SCORE=";S
1170 RETURN
1210 PRINT fll 0,0;"9C0RE“";5
1220 LET RS< R,B+2 "
1230 RETURN
2000 CLS
2005 PRINT "YOU JUST BLEU YOURSE
LF TO BITS ON THE ELECTRIFIED U
ALLS. "
2010 PRINT "YOU SCORED : ";
2O20 GOTO 3020
2100 CLS
2110 PRINT "YOU RAN INTO fl MONST
ER. YOU DID NOT HAVE A SWORD."
2120 PRINT "YOU SCORED•
2130 GOTO 9020
9O00 CLS
9O10 PRINT "CONGRATULATIONS. YOU
HAVE FOUND YOUR WRY OUT WITH'";
9020 PRINT S;" POINTS."
9022 PRINT "ANOTHER GAME <YESxNO
SINCLAIR PROGRAMS August 1983
19
2 LET W-VAL
E-CODE "*•*
l LET
F—CODE
«• . if
• 1 1 T
L“CODE
"t"
’ LEI
H-COL'L
; LET
T-CODL
•*/ y<
f LET
O-CODE
1 0 -PRINT AT T. H i "<94 • 04 >" >NT W
• F; "< O'- • 04 06 >" , A1 L, r; ■•< 92 08 0
2 V NT E,F;"(sP Ob oi >"
80 PAUSE 0
40 CLS
L - 70 PR I NT RT T,H; "< 08 • l *P ' 04 > "
rt w,u,"<99>">at .. ..
;RT E,H; "<93' isP 04>";rtT F, H; "
(04 *P • 9w >";RT H.H; "(2tsP • isr- >"
80 PAUSE 0
85 CLS
00 PRINT RT T,F;"C2T99)";flT W,
t. M <4tisP >";RT L, F; "(2*i-sP >";AT
! , r '• 8*03 >•',RT F, L; ’’( 6*i sP >"; RT
2*isP sP•isP>"
0, F;"<2*i£P >"iRT C
Oy•2*isP'0t>";rt1 COD
L ">”,E; "( isP *2*sP * xsP >"
105 PRINT RT CODE "<",E; "< isP • 2
t&P • 1 sp >“
110 PAUSE u*Pl
.20 IF INKEY*< >"" THEN STOP
140 PRINT RT CODE ">",E;"< sP *2*
iSP • sP •"; RT 0/ CODE "t" ; "< 10 • sP • 2
tisp -sP * io>"
ISO FOR 2-PI TO RNDtCODE "<9d>"
160 IF INK£Y*<>"" THEN PRINT "G
OT HIM";K
170 NEXT 2
180 PRINT "GOTCHR"
9660 PRINT " =THIS WRY.
ma^e-moriste
by tMhitlo
> ?
9923 INPUT 2*
9024 IF 2*'1Y” THEN RUN
9025 IF Z*<1 "N" THEN GOTO 9029
9026 GOTO 9023
9029 GOTO 9800
9500 PRINT -
rs
ck "
9501 PRINT
9502 PRINT
9510 PRINT "YOU HAVE TO FIND YOU
R WRY OUT OFfl 22X32 MA2E, WHICH
IS STOCKED WITH TREFrSURE, SWORD
MONSTERS."
•YOU START OFF RS RN
GET R SWORD BY MOV IN
OVER THE <is>. "
S/ AND
9520 PRINT
X, AND YOU
G YOUR X
9525 PRINT
9530 PRINT
it),
S; <iw>,
DC/ < is>. "
9535 PRINT
9540 PRINT "POINTS--
9550 PRINT "TREASURE
lOOO PTS.,
KILLING A MONSTER 1
00 PTS.”
9559 PRINT
9568 PRINT ,,"
NT1HUE.-
9570 IF INKEY*-"'
3580 CLS
9590 PRINT
RIDOR WILL
ENDING ON
ANY KEY TO CO
THEN GOTO 3570
fYC YOU MOVE. THE COR
SCROLL PAST YOU, DEP
WHICH KEY YOU PRESS.
THIS GIVES THE EFFECT THAT THE -
CORRIDOR IS MOVING PAST YOU."
9595 PRINT
9600 PRINT "CONTROLS < *•
9610 PRINT ”8—RIGHT,”
9620 PRINT "5-LEFT,"
9630 PRINT
9640 PRINT
9645 PRINT
9650 PRINT
9660 PPINT
•9670 PRINT
"6-DOWN,"
"7-UP. "
"<im>*MONSTER,"
"< is '“■“SWORD, "
“<it>= TRERSURE. "
9681 PRINT " ANY KEY TO CON
TINUE."
9682 IF INKEY*-"" THEN GOTO 9632
9683 CLS
9690 PRINT "IF YOU TOUCH THE WRL
LS OR THE BORDER ROUND THE MA2
E. YOU WILL GET FRRZ2LED TO fi CR
ISP. -
9695 PRINT ,,"<isP>^THE BORDER,“
9697 PRINT "<9h>=THE WALLS."
9698 PRINT
9701 PRINT ,,"THE OBJECT OF THE
GAME IS TO FIND THE EXIT (MAR
KED <i*» WITH ASMUCH TREASURE A
S’ POSSIBLE. "
9705 PPINT ,,"BUT BEWARE; DO NOT
USE UP ALL THE SWORDS, DECAUS
E THERf ARE MONSTERS GUARDING
THE ESCAPE ROUTE."
9709 PRINT
9710 PPINT " ANY KEY TO BE
GIN. "
9720 IF INKEY*-”" THEN GOTO 9720
9720 fifTTlM
T IM DERBY of Hedge End,
Southampton has, by devising a
relatively simple game, managed
to incorporate a very good graphics
display in this program for the 1K ZX-
81 .
The cowboy walks quickly towards
you. Once his guns appear in his hands
you must shoot him by pressing any
key, before he shoots you. Good reac¬
tions are needed; your reviewer man¬
aged to shoot the cowboy only once.
20
SINCLAIR PROGRAMS August 1983
:::::::::
ssisaiaiiS
F-T.SHAffc (NpE>
?T0CK5’.IWUA^
A LIST of commodities is dis¬
played on the screen, together
.with the current value of one
share. When it is your turn you may
buy or sell shares in the commodity
available at that time. You have the
choice of playing yourself, the com¬
puter or a friend.
Stock Market was written for the
16K ZX-81 by Stephen Gibbon of
Whickham, Newcastle-upon-Tyne.
WO
LLS
190 LET O-CODE INKEY*
310
GOSUB 1000
30
gosub 6boo
200 IF 0-0 THEN GOTO 19a
320
GOTO 110
100
SLOW
210 IF G>53 AND 0<57 OR 0-29 OR
saa
PRINT AT 19,0;"
110
FOR J-l TO Q
0-50 THEN GOTO 250
120
PRINT AT 1,7;J ,"
220 G0SU6 S
";AT 18,0;
";AT l,16;f«J>
230 PRINT "PARDON?"
510
RETURN
130
LET E-1NT < RND#12 )+l
240 GOTO 190
600
FOR 1-1 TO 120
140
LET A-0+l2*<J-2 >
250 GOSUB S
610
NEXT I
150
LET U-E+A
260 GOTO 2000+1000*<0-39>fl500*
620
RETURN
160
PRINT AT E+4,0;CHR* <CODE
A
< 0-56 )+6900*< 0-55 >-2730*< 0-50 >
700
PRINT AT E+4,0;A*< E >;TAB 13
*<E,
l >+128)
270 PRINT AT 1,16;“
"i TAB 18;" ";TAB 23;"
170
IF J-l AND L-31 THEN GOTO
2
AT 1.16; f1< J > -
";AT E+4,13;N(E>;TAB 18;N
000
280 G0SU8 S
<E+12>;TA6 23;CCE>
100
PRINT AT 18,0;"BUY OR SELL?
290 GOSUB 700
710
RETURN
II
300 NEXT J
1000
FOR 1-1 TO 12
SINCLAIR PROGRAMS December 1983
45
1010 IF 2(1)00 THEN GOTO 1030
1020 LET 2< I >— 1+2*<VAL X*>3>
1030 LET T-VAL X*
1040 LET U-VAL X*
1050 IF T+U-7 THEN LET Z<1>=-Z<1
>
1060 IF T-U THEN LET 2< I .’>■0
1070 LET C< I >=C< I >+Z< I >*2*< T+U>
1080 IF CXI XI THEN LET C< I )-l
1090 IF C<I»1E6 THEN LET C< IXl
E6
1100 PRINT AT 1+4,23;"
;AT 1+4,23;C< I >
1110 NEXT I
1.120 RETURN
2000 IF N(C X1 OR M<J)X<INT < RN
0*7 >+5)*C< E ) > THEN GOTO 2030
2010 LET F-N<C>
2020 GOTO 4540
2030 LET F-INT <RND*<M< J VC<E>>>
2040 IF F+N<C >>3999 THEN GOTO 20
30
2050 GOTO 5000
3000 PRINT "SURE RBOUT FINISHING
< Y OR N '>?"
3010 IF INKEYS="Y" THEN GOTO 304
0
3020 IF INKEY*-"N" THEN GOTO 270
3030 GOTO 3010
3040 CLS
3050 PRINT "I HOPE YOU ENJOYED T
HE GAME"
3060 FOR 1-1 TO 12
3070 LET M< 1 >-M< 1 >+< N< I >*C< I > )
3080 LET M< 2 >-M< 2 >+< N< 1+12>*C< I >
3030 NEXT I
3100 PRINT AT 10,0;"PLAYER 1
£" ;M<1)
3110 IF Q-l THEN GOTO 3130
3120 PRINT AT 14,0;"PLAYER 2",,,
£"; M< 2 >
3130 PRINT AT 19,5;"ANOTHER GO <
Y OR N )?"
3140 IF INKEY*-"Y" THEN RUN
3150 IF INKEY*-"N" THEN STOP
3160 GOTO 3140
4000 PRINT "HOW MANY SHARES OF "
; A*< E)j" DO YOU WISH TO PURCHA3E
?"
4010 INPUT F
4020 IF F*C<E»M<J> OR A8S INT F
OF THEN GOTO 4010
4030 GOTO 5000
4500 IF N<C)-0 THEN GOTO 4600
4510 PRINT "HOW MANY SHARES OF "
;A*< E>;" DO YOU WISH TO SELL?"
4520 INPUT F
4330 IF F>N< C > OP ABS INT FOF T
HEN GOTO 4320
4540 LET F—F
4558 GOTO 500O
4600 PRINT "YOU HAVE NONE OF THE
SE SHARES"
4610 GOSUB P
4620 GOSUB S
4630 GOTO 290
5000 LET M< J >"I*K J )-< C< E )*F >
5010 LET N<C>-N<C>+F
5020 LET C< E >—C< E )+1 NT <<RND*<C<
E V2 > >*F/4 )
5030 IF C< E X 1 THEN LET C<E>-1
5040 IF C<E»1E6 THEN LET C<E)-1
E6
5050 IF N<C»9999 THEN GOTO 5508
5060 GOTO 270
5520 LET N< C >-N< C >-F
3530 PRINT "A DEALER HAS STOLEN
";F;" SHARES"
5540 GOSUB P
5550 GOSUB S
5368 GOTO 270
6500 PRINT TAB 9;"INSTRUCTIONS";
TAB 9;"<12*97THERE ARE THR
EE DIFFERENT PLAYERARRRNGEMEN13«
",,,,"1> TWO PLAYER GAME", ,,"2 >
ONE PLAYER GAME",,,"3> ONE PLAYE
R V THE ZXB1",,,"PRESS KEY 1 , 2
5500 GOSUB S
3510 LET F-INT <<RND*200>+N<0>-9
999)
OR 3 TO INDICATECHOICE"
6510 LET L-CODE INKEY*
6520 IF L<29 OR L>31 THEN GOTO 6
510
6530 CLS
6540 LET Q-1+1*<L<>30>
6556 PRINT “THE GAME COMPRISES 0
F A TABLE WHICH GIVES INFORMAT
ION ABOUT ALL OF THE SHARES",,
,"EACH LINE OF THE TABLE SHOWS : "
,,,"1> NAME OF THE SHARE E.G. GO
LD",,,"2 > THE NUMBER OF THIS TYP
E OF SHARE HELD BY EACH PLA
YER'
• • •
"3) COST PER SHARE E.G. £
350",,," -
-",,<"PLAYERS TAKE TURNS"
AND L-29 >;<“YOU ARE PLAYER 1“ A
ND L-30XC "YOU ARE PLAYER 2" AND
L-31>,,,"PRESS A KEY TO CONTINU
E"
6560 IF INKEY*-"“ THEN GOTO 6560
6570 CLS
6580 PRINT “THE FIRST LETTER OF
THE SHARE INPLRY IS INVERTED E.G
. SOLD",,,"THE SHARE IS CHOSEN A
T RANDOM - ,,,"THE PROMPT IS "“BUY
OR SELL?"PRESS 1 OF THE F
OLLOWING KEYS' ",,," B ALLOWS YOU
TO BUY SHARES",,," S ALLOWS YOU
TO SELL SHARES",,," Cl ENDS THE
GAME ",,," R SAVES THE GAME ON T
APE",,," M FINISHES YOUR GO",,,"
a kev to start"
6710 LET A*<4>="PLATINUM"
6720 LET A*(5 >*"GEMS"
6730 LET ft*<6>="COMP.PARTS"
6740 LET A*<7>="MICROFILM"
6750 LET R*< 8 "DRUGS"
6760 LET A*<9>-"WEAPONS"
6770 LET A*<10>-"MISSILES"
6780 LET A*<11"PLANE SPARES"
6790 LET A*<12>"SILVER"
6800 LET C*-"3505003004802001004
00150150200075200"
6810 DIM 2<12>
6820 FAST
6830 FOR 1-0 TO 11
6B40 LET Z<I+l>-0
6050 LET N< 1 + 15=0
6860 LET N<1+135-0
6870 LET C<1+15-VAL C*<1*3+1 TO
1*3+3>
6080 NEXT I
6890 CLS
6900 PRINT TAB 10;"STOCK MARKET"
,"PLAYER MONEY-£",,," SHARE
-PL 1-PL 2-COST","-
6910 FOR 1-1 TO 12
6920 PRINT R*<I5;TAB 12;"-";N<I>
," ;N<1 + 12>;TAB 22;"-";C<I>
6930 NEXT I
6940 LET X*-"INT <RND*65+1“
6950 LET P-600
6960 LET S-500
6970 PRINT "-
6590 IF INKEY*-"" THEN GOTO 6590
6600 CLS
6610 PRINT “THERE WILL BE A SHOR
T DELAY"
6620 DIM R*<12,12>
6630 DIM M< 2 >
6640 DIM C<12>
6650 DIM N< 24 >
6660 LET M< 1 5-3E3
6670 LET M< 2 )-M< 1 >
6680 LET A*<15-"GOLD"
6690 LET fl*<2>-"R.ELEMENTS"
6700 LET R*<3)-"DIAMONDS"
6980 RETURN
9910 PRINT "CONNECT TAPE THEN PR
ESS ''"S'"'"
9920 IF INKEY*<>"S" THEN GOTO 99
20
9930 PRINT "START TAPE"
9940 GOSUB P
9950 SAVE "STOCK MARKEt”
9960 PRINT "STOP TAPE"
9970 GOSUB P
9990 GOTO 280
9990 SAVE "STOCK MARKEt"
9999 RUN
46
SINCLAIR PROGRAMS December 1983
T HE SEARCH for a Space Invad-
ers-type game with all the fea¬
tures of the arcade version
continues. The major problem remains
one of speed. Timothy Shaw of Nor¬
wich, Norfolk has overcome that to
some* extent by some clever lateral
thinking. The invaders in the sky are
unaggressive and do not shoot. Directly
above you, though, is a giant centipede
which shoots to defend the invaders.
Because of its proximity it is far more
difficult to avoid the centipede’s shots
than it would be to avoid the shots of
the more distant invaders (16K Spec¬
trum).
15 CLS ' PAPER O' INK 7 EiORL'h
R 1« CLS
30 LET hs-Q
40 CLS ' PAPER 0* INK 7 bQRDE
R 1■ CLS
tO GO SUB 9050
90 LET c-0
lOO LET 1-3
ISO CLS
300 LET
205 RESTORE 260
210 FOR r*1 TO 0
220 PERU d*
230 FOR u=0 TO 7
240 READ 3 POKE USR d*+u,3 NE
XT u
250 NEXT r
260 DATA "*",231,36,126,126,126
,126,36,231
270 DATA "b",8,05,127,55,62,28,
34,65
230 DATA "c",60,102,102,219,219
,126,90,129
290 DATA ” d •'.0,0,24,60,126,255,
255,255
300 DATA "©",0,24,60,90,153,153
,255,90
310 DATA "f",0,24,60,126,255,25
5,66,66
320 DATA "9”,0.35,255,251,251,0
,223,223
330 DATA "h",129,8,33,4,80,4,16
0,9
40O LET a=15
402 PRINT INK 0; PAPER 3;AT 0,2
2;"HIGH * ";hs
403 PRINT AT 0,0; INK 0; PAPER
3;"SCORE"
405 PRINT INK 4;0T 21,0;"LIVES
d d cT
415 LET x=6 LET y=6* LET 7=6
412 LET h=20
415 DIM xS<3,h>
420 LET X*< 1>*“ 33333 3 ?
3 3_ " “
430 LET x*< 2 >= " b b b b b b b
bb ' ~
440 LET x*< 3 >=" c c c c c c c
c c "
470 IF h<0 THEN LET h*2
500 PRINT INK 4;
PAPER
0;
BRIGH
T 1;AT l,x;x*<1,2
TO h>
520 PRINT INK 2;
PAPER
0;
BRIGH
T 1;AT 3,y;xS< 2,2
TO h)
540 PRINT INK 6)
PAPER
O;
BRIGH
T 1,AT 5,z;x*<3.2
TO h >
569 IF l<=0 THEN
PRINT
AT
21,6;
" " GO TO 9000
608 PRINT INK 6;
PAPER
0,AT 20,
3 ;" d "
640 IF ZNKEYC-"*! 1
* THEN
GO
TO 70
00
650 IF INKEY*-" '
• THEN
GO
SUB 5
000
660 IT INKEY**"3" AND 3>2 THEN
LET 3*3-1
665 IF lNKEY*-"d" AND *<27 THEN
LET 3=3*1
670 PRINT INK 6; PAPER 8; AT 20,
3 ;" _d “
680 GO SUB 2000
690 LET 9=INT < RNOT3 >■ IF 9*0 T
HEN LET x=x+l
700 IF 9=1 THEN LET y«y+i
710 IF 9=2 THEN LET z=z+l
720 IF x>7 THEN LET x=6
730 IF y>7 THEN LET v=6
.740 IF 7 >7 THEN LET 7=6
750 PRINT INK 5; PAPER 2;AT 20,
0,"99”;AT 20,30;"99"
760 GO TO 470
2009 PRINT INK 2; PAPER 0;AT 16,
c;" ffffr "
2O05 PRINT AT 16,26; INK 5; PAPE
P O;" 990999 "
2007 PRINT AT 16,0; INK 5;"99999
91'
2010 LET c-c+1- BEEP .001,20' IF
c>25 THEN LET c=6
2020 LET d=INT <RND*3>
2025 INK 7
2030 IF d< >0 THEN GO TO 3000
2049 PLOT OVER l;c*Q+32,39' DRAW
OVER 1;0,-25 BEEP .099,39' PLO
T OVER l;c*6+8,39- DRAW OVER 1;0
,-25 PLOT OVER l;c*8+32,39- DRA
W OVER 1.0,-25' PLOT OVER l;c*B+
6,39: DRAW OVER 1;0.-25
2050 PRINT INK 4; PAPER 0;AT 16,
c;" fffe "
2955 PRINT AT 16,26; INK 5; PAPE
R 0;" 999999 "
2069 IF c>25 THEN LET c=0
2070 IF CODE SCREENS <20,c+4><>3
2 THEN GO SUB 8000 GU TO 3000
2080 IF CODE SCREEN* <20,c+l><>3
2 THEN GO SUB 8000- GO TO 3000
3010 RETURN
5000 IF SCREEN* <16,3+1>»"" THEN
GO TO 5100
5010 PLOT OVER l;a*e+12,16: DRAW
OVER 1,0,150: BEEP .02,40 PLOT
SINCLAIR PROGRAMS August 1983
37
H GO TO 450
7020 IF CODE SCREEN* <5,b>»0 THE
N GO TO 450
7022 NEXT b
7025 PRINT AT 10,0;"
7030 PRINT FLASH 1;AT 10,0; "****
***BONUS*END*OF*SHEET*******"
7033 BEEP .5,10’ BEEP .5,-7- BEE
7835 PRINT AT 18,8)
7837 IF 1~3 THEN LET s^s+100
7838 IF 1*2 THEN LET s*s+?5
7839 IF 1*1 THEN LET s-s+50
7048 PRINT INK 8; PAPER 3;AT 8,0
;"SCORE• ";s- GO TO 418
2000 FOR 9*1 TO 5 ’ PRINT INK. 9; A
T £8*4+1; "JT • BEEP . 1,9*2 * NEXT
9 LET 1-1-1’ PRINT INK 3;AT 21,
1+7;" "’ BEEP .5,10= BEEP .2,-1
0’ BEEP .5,35- RETURN
9008 PRINT FLASH I;AT iO,0;“***ft
LL*L I VES*LOST*END*OF*GAME*** "
9805 IF s>hs THEN LET h**s
9807 PRINT INK 0; PAPER 3;AT 8,2
2;"HIGH ",hs
901O BEEP .5,0’ BEEP .5,0* BEEP
.5, IQ
9020 INPUT "PRESS ENTER FOR ANOT
HER GAME"; LINE z*
9030 CLS GO TO 40
9O50 PRINT AT 0,8; INK 0; PAPER
4;" SPECTRUM INVADERS
OVER 1;.s*8+12,16 1 DRAW OVER 1;0
, 150
5820 IF CODE SCREEN* <5,a+l><>32
THEN LET s-s+10’ LET h*h-2’ GO
TO 505O
5030 IF CODE SCREEN* <3,a+l><>32
THEN LET s=s+20 LET h»h-2- GO
TO 506O
5048 IF CODE SCREENS <1,3 + 1 >032
THEN LET s=s+30’ LET h*h-2' GO
TO 5370
5042 FOR i*l TO 30= NEXT i
5845 RETURN
5050 PRINT INK 7;AT 5,a+l;‘2L B
EEP .2,7- PRINT PAPER 8;AT 5,3+1
; H "• GO TO 5080
5O60 PRINT INK ?;AT 3,3+1; M JV' B
EEP .2,7- PRINT PAPER 8;AT 3.3+1
;" " GO TO 5080
507O PRINT INK 7;AT 1,3+1;"h"= B
EEP .2,7= PRINT INK 7; PRPER 0;A
T 1,3+1;" "= GO TO 5980
5088 PRINT INK 0; PAPER 3;AT 0,8
."SCORE ";s
5090 RETURN
5100 PLOT OVER 1;3*8+12.16- DRAW
OVER 1;O,24■ BEEP .01,-15 PLOT
OVER I>3*8+12,16 DRAW OVER 1;0
,24
5118 PRINT INK 6; AT 10,8; "HIT EtA
RRIER"’ BEEP .81,25 PRINT AT 10
,8"• RETURN
7800 FOR b=0 TO 31
7O10 IF CODE SCREEN* <l,b>-0 THE
N GO TO 450
7912 IF CODE SCREEN* <3,b>=0 THE
906O PRINT '"In this version of
sPacemvaders"'' " you must dest
roy the inv3ders""" but watch o
ut for the movinO"''" centiPede
with its double Uzer" " "The inv
3ders sometimes disappear"''" to
o so destroy them fast "''"These
are the keys""" A-to move th
e base left"'" D-to move the b
ase ri9ht"''" SPACE-fire Q
-New sheet"
9065 PRINT FLASH 1;AT 21,18; "GOO
D LUCK I!"
9070 INPUT "Press enter to Play"
; LINE z*
9075 RETURN
L AND YOUR small aircraft on an
aircraft carrier in the Atlantic.
To do it successfully you must
bear in mind that your fuel is running
out rapidly, your airspeed increases
with your level and the number of times
you land, and that the ship below you is
also moving. Move upwards with key
“6”, and down with key “7”.
Atlantic Lander runs on the IK
ZX-81 and was written by A Powell and
T Goodhand of Bracknell, Berkshire.
ATLANTIC LANDER
20 LET S-VAL "O"
25 PRINT "INPUT LEVELS 1-5 .*•"
27 INPUT 2
28 IF ZCVAL "0" UR Z>VML "5" T
HKN GOTO VRL "27"
38 LET A*INT < PNDtVAL "15">
48 LET F*VAL "50"
50 LET B*F-F
6U FOR C*VAL "25" TO VRL "0" C
TEP VAL "-!"
70 PRINT AT VOL "SO",C;"<94•8*
sp - 98
80 PRINT AT VAL "21",C;"<9r 3*
i sP = 9e >"
98 PRINT AT A,B;“<2*9w>"
180 LET F-F-VAL "l"
185 IF F<VAL "0" THEN GOTO VAL
"248"
109 IF A-VAL "28" THEN GOTO VAL
" 178 "
110 LET R*A+<INKEY**"fc">-<INKEY
*»"7" >
120 LET B*fc+< 2^2 >+< . 2 AND Z“l>
121 IF INT B>VAL “30" THEN LET
B-VRL "0"
140 CLS
150 NEXT C
160 GOTO VAL "68"
170 IF INT B-C+VAL "1" OR INT B
*C+VAL "2" THEN GOTO VAL “200"
180 PRINT AT 20,8;"crash"
185 PRINT AT 0,0;"SCORE*";S'
190 PRINT “FUEL*";F
195 STOP
200 PRINT "LANDED...<ANY KEY>"
210 LET S»C+1NT <F/2>
215 LET Z=2+.8
220 PAUSE 4E4
230 GOTO VAL "30"
248 FOR N*R TO VAL "21"
258 PRINT AT N,B;"<2*9w>";AT N,
b} " 91
268 NEXT N
270 GOTO VAL "180"
38
SINCLAIR PROGRAMS August 1983
1 BORDER 6 ! PAPER 0' INK 7
5 LET ov-0 = CLS • GO TO 130
10 LET 4-0« LET b-0 * LET f-0•
LET f-0* LET i-.l
20 LET hl-0* LET vl-0
100 LET b*-U*n)/r> LET v-INT
<<<ra-r)*SIN <a)-d*SIN <b>>+.5> =
LET h-INT C<<ra-r >*COS <a>-d*CO
S < b ) >+. 5 )
110' IF f=*2 THEN PLOT 120+hl,00+
vl■ DRAW h-hl,v-vl
115 IF f<2 THEN LET f-f+1
120 LET hl-h* LET vl-v* LET 4-4
+ i
125 LET a$-INKEY»= IF a*-"" THE
N GO TO 100
130 GO TO 310
150 PAPER 0 : INK 7* CLS - PRINT
"" SPIROGRAPH"""
II
160 PRINT "" ba R.WRIGH
T""This Pro9. Produces P4tt
erns which can be 9enerated ba t
wo 9e4rs 4S follows 1 -"
170 CIRCLE 60,51,40- CIRCLE 04,
51,16= INK 3= PLOT 60,51= DRAW 0
,40= PLOT 04,31• DRAW 0,16= PRIN
T AT 12,7;"R"= PRINT AT 14,10;"r
PLOT 94,51= DRAW 16,32= PLOT
94,51= DRAW 10,30
100 INK 7= PRINT AT 11, 12; "Per."
190 PRINT AT 10,16;" The small
er";AT ll,16;"9ear rotates";AT 1
2,16;"around the";AT 13,16;"insi
de of the";AT 14,16;"lar9er 9ear
11
,
200 PRINT AT 15,16;"Producin9 a
Pen";AT 16,16 j" trace."
210 PRINT AT 17,16;" InPut R,r
,and";AT 10,16;"radius of Pen";A
T 19,16;"in small circle"
220 PRINT AT 21,11;"Hit a kea"«
PAUSE 0
225 INPUT " Load A Pattern From
TaPe?"; x % 1 IF x*-"a" THEN INPUT
"filename ?";f»= CLS = LOAD f*C
ODE = PAUSE 0= GO TO 150
230 INPUT "Radius R <R<-S5> ?";
ra
240 INPUT "Radius r ?";r
250 INPUT "Pen radius ?";d
255 1-NPIJT "ink colour ?";in= IN
K in >
256 INPUT "PaPer Colour ?";PaP
300 PAUSE 50= IF ov-0 THEN PAPE
R PaP = CLS = GO TO 10
305 GO TO 10
310 INPUT "Overprint another Pa
ttern ?";q*= IF qs="y" THEN LET
ov~ 1= GO TO 230
315 IF q**="a" THEN GO TO 10
320 INPUT "Printer coPa ?";q*=
IF q*="a" THEN COPY
330 INPUT "TaPe coPa ?";q$- IF
q*="a" THEN INPUT "Filename ?",q
*= SAVE qSSCREEN*
340 GO TO 150
mmmm
C HOOSE THE SIZE of a big
circle, a small circle, and a pen.
The pattern produced by put¬
ting the pen in the small circle and
rolling it round in the large circle will
be produced on-screen.
Spirodraw was written for the 16K
Spectrum by R Wright of Liss, Hamp¬
shire.
SINCLAIR PROGRAMS July 1983
39
FLYING
SCOTSMAN
D RIVE THE Flying Scotsman
the 400 miles from London to
Edinburgh in your scheduled
time. You are required to input the
throttle regulator setting every 10 miles
and your choice of setting will be based
on several factors. If there is slack or a
station ahead you must brake immedi¬
ately.
Watch the pressure guage—it must
not fall below 150. Watch your speed; it
must not exceed 100 or fall below' 0.
Make sure that your setting takes the
gradient ahead into account. Finally,
make sure that you are keeping close to
your schedule. Arriving four hours late
is just as much a failure as stalling en
route.
Flying Scotsman was written for the
16K ZX-81 by Ian Kemp of Abingdon,
Oxfordshire.
1 SLOW
2 PRINT AT 0/b; "4472 flair* s
cnfcsm»T>"
? PRINT AT'3/8;"TODAY YOU HHV
E THE PRIVILEGE OF DRIViNC THIS
FAMOUS TRAIN FROM LONDON TO EDI
NBURGH."
4 PRINT AT 7,6;"DISTANCE IS 4
00 MILES AND SCHEDULED TIME 450
MINUTES WITH ONE STOP, AT NGUCAS
TLE. -
5 PRINT AT 11,0;"YOU ALSO HRV
E SPEED RESTRICTIONSFOR THREE MA
JOR STATIONS AND TWQTRRCK REPAIR
S."
6 PRINT AT 1"5,0;"TYPE ANY KEY
TO CONTINUE."
9 IF INKEY*-"" THEN GOTO 3
10 CLS
11 PRINT "THE REGULATOR IS A T
HROTTLE- IT CONTROLS THE STEAM F
LOW. "
12 PRINT AT 4,0;"REGULATOR SET
TINGS 0 TU 0; BRAKE WITH -1 AT a
U SLACKS/STATIONS. MOST POWER I
S REQUIRED TO ACCELERATE FROM SL
ACKS, ESPECIALLY UP-HILL. LINE S
PEED LIMIT 100 MPH. "
13 PRINT AT 10,0;"FULL BOILER
PRESSURE IS 220 PS1.IF YOU DRIVE
TOO HARD, PRESSURE FALLS AND YO
U WILL RAPIDLY LOSE POWER."
14 PRINT AT 15,0;"NOTE THAT 1
IN 208 IS A STEEP GRADIENT BY
RAILWAY STANDARDS."
15 PRINT AT 18,0;"HAVE A GOOD
TRIP."
IS PRINT AT 20,0;"TYPE ANY KEY
TO CONTINUE."
18 IF INK.EY*-"" THEN GOTO 16
19 CLS
20 PRINT AT 9,5;"4472 fl*i«9 s
cotsman"
25 LET M=0
2S LET T=0
30 LET H-U
33 LET V=0
35 LET S=ll
40 LET P-220
45 DIM 2<7>
48 RAND 8
50 LET 2<6>=INT <37»RND>*10+10
55 LET 2<7>-INT <37TRND>*10+1O
60 RAND 197
71 LET Z< 1 >-260
72 LET 2<2>*390
73 LET 2<3>=?0
74 LET 2<4>-320
75 LET 2< 5 >-180
80 PRINT AT 4,4;"MILES FROM LO
NDQN";AT 5,11;"ALTITUDE "
85 PRINT AT 7,0;“SCHEDULED TIM
E";TAB 22;"ACTUAL"
90 PRINT AT 10,2; "boiler Prm
are"
95 PRINT AT 13,2;"regulator Po
ftition"
100 PRINT AT 18,0;"<isP 1 2 * 4 5 6 * * * * * 12 13 14 15 * * 18 19 32*9h>"
105 PRINT AT 19,0;"<i»P r 5*sP 9a
8*sP- 9f 5**P•i ftp 3*»P 90•5*ftP•l
sp >"
110 PRINT AT 20,0;"KINGS PETER-
YORK NEW- EDIN-"
115 PRINT AT 21.0;"CROSS BOROUG
CASTLE BURGH"
125 PRINT AT 4,0;M;AT 5,20;INT
." FEET
130 PRINT AT 8,9;"SPEED ";1NT V
M M.P.H. "
150 PRINT AT 10,18;P; *' P
160 PRINT AT 2,0;"
200 IF M=400 THEN GOTO 90O
205 LET HN=RND*500
210 IF M—390 THEN LET HN=0
215 LET G-52GO0/<HN-H >
220 LET H*HN
225 PRINT AT 6,O;"NEXT GRADIENT
1 IN “;INT Gi"
230 FOR N-l TO 7
235 IF M*2<N> THEN GOTO 700
240 NEXT N
245 INPUT R
250 IF R>8 OR R<0 AND RO-1 THE
4 GOTO 245
255 LET A»< 220*P*SCIP R/'6-B0OO V
< V+30>-25O00XG-V»Vr !50-3O0/<V*1>
269 LET M-M+10
265 LET Q«V*V+20*A
270 IF O<0 THEN GOTO 650
275 LET TD=60*<SQR Q-VVA
280 LET V-SOR Q
285 IF V>105 THEN GOTO 850
299 LET P-P-CR-3V0.5
292 IF P<150 THEN GOTO 640
295 LET T-T+TD
300 LET S-S+1O+400/G
310 IF P>220 THEN LET P-220
320 LET X-INT <0.0775*M-0.45>
330 PRINT AT 18,X;"<9h• isp>"
355 IF R<-0 THEN GOTO 601
360 IF R-8 THEN GOTO 600
370 PRINT AT 13,21;R;'V6
375 PRINT AT 7,15;INT S;" MN";T
AB 29;INT T
380 GOTO 125
600 LET R*-"FULL
601 IF R<0 THEN LET P*»"BRAKING
••
602 IF R=0 THEN LET R*-*'CLOSED
N
605 PRINT AT 13/21;R*
610 GOTO 375
SINCLAIR PROGRAMS September 1983
7
I
640 PRINT AT 2,0;"brakes leaked
on"
64*5 PAUSE 2Q0
650 PRINT AT 2,0;"you have stal
led"
655 IF V*0 THEN GOTO 890
660 LET T=T+l5+300/V
665 LET P=P+10
670 LET V-0
689 GOTO 300
700 LET M-M+10
710 LET VN*20
715 IF N<~4 THEN LET VN’40
717 IF N<“2 THEN GOTO 755
720 PRINT AT 2,0;"slack ahead "
;VN;" M.P.H."
725 INPUT R
720 IF RO-1 THEN GOTO 850
732 IF N”4 THEN PRINT AT 2,0;"b
erwick □ welcome to Scotland"
733 PAUSE 100
735 LET TD«1200/<V+VN>
740 LET V-VN
745 LET S^S+U5^V+10>
750 GOTO 290
755 PRINT AT 2,O;"station ahead
M
760 LET VN~0
770 GOTO 725
850 FAST
855 CLS
860 PRINT AT 2,0;"you have eras
hedJexcessxve speed"
870 GOTO 2005
890 PRINT "YOU ARE STUCK. flNOTH
ER ENGINE IS SENT TO HELP YOU.
fl
V.v r-
896 LET T^T+100
909 LET E“INT <T-S>
901 PAUSE 500
903 CLS
905 GOTO 1000+ET2
10OO PRINT "GOOD RUN MATE"
1801 STOP
1820 PRINT "NOT BAD MATE"
1021 STOP
I860 PRINT "POOR RUN I*M AFRAID"
1061 STOP
2800 PRINT » YOU ARE VERY LATE..
.. ALL THE PASSENGERS COMPLAINE
D. "
2005 PRINT AT 4,4;"YOU ARE DEMQT
ED TO CLEANING STEPHENSONS ROCKE
T."
2010 STOP
LINE 18 of Frogger on page 38 of the
July issue should read: 18 PRINT
The asterisk shown on line 1530 of
Lacemaker on page 12 should be an
inverse asterisk.
On lines 1300 and 1310 of Astral
Foxgloves on page 13, only the second
“b”’ and the second “c” should be
underlined.
In Grumphers (page 22) line 400
contains a graphic C, line 330 a graphic
A, line 840 a graphic B, and line 350 i
graphic D.
The top halves of the hoops in
Hoop-La on page 35 are made up of
graphic A and B, and the bottom halves
are made up of graphic C and graphic
D.
Line 20 of Light Cycles, page 37,
contains 32 graphic As and 30 graphic
Bs.
The diagonal line which appears on
line 1090 of Personal Finance on
page 47 represents a £ sign.
Line 50 of Monsters, page 49, con¬
tains a graphic F and a graphic I, line
2110 contains 32 graphic As, line 2140
a graphic B, and line 3000 a graphic C.
B
SINCLAIR PROGRAMS September 1983
••••••• ••••• •••••• ••••• ••••••• •••••••
••••••• ••••••• ••••••• ••••••• ••••••• •••••••
• ••MM ••••••• ••••••• ••••••• ••• »•> >•• ••••
••• - •••<%•• •••/>•• ••• >-
•••*»»* ••• ••••••»••• •••«#•• MMtM
• •••••• •••* ••• ••••••• - ••••••• •••••••
::r" ::2 j :::: w.
••• ••••••• ••• ••• ••••••• ••••••• •••
••• ••••••• ••« »•• ••••••• ••••••• •••
• ••' ••••• ••« M* ••••• ••••••• •••
• ••MM
••••••• •••
IY£Z :::
s ******
******* •••*•• ******
Y OUR CRAFT appears on the
left-hand side of the screen and
must travel through the gaps in
the forcefield to reach the right-hand
side. Skilful flying on your first flights Move down with A and up with L.
may succeed in destroying the edges of Forcefield was written for the 16K
the forcefields nearest to the gaps and or 48K Spectrum by G Woolnough of
thus make subsequent flights easier. Coventry, West Midlands.
1U0 GO SUB 3000
3 50 PAPER 0 : BORDER 0= LLS
175 LET b-0
£00 INK ?• PRINT AT 0,0;"FIi3ht
• (Best • "
205 PRINT fiT 1.0; INK 6i*WJ IN
K 5; a**a********3**<*j*«**33**.i
INK 6 i"W
210 FOR n-2 TO 20 STEP 2
220 PRINT AT n,0;"l";AT n+1,0;"
b '•
220 PRINT AT 21,0; iNK 6 ;T'j I
NK 5; M
INK 6j , W i
240 NEXT n
255 INK 2' FOR n»2 TO 2Q PRINT
AT n, 31; 1 NEXT n
260 INK 7- FOR J-7 TO 27 STEP 5
■ FOR n-2 TO 20 1 PRINT AT n,j;"_£_
" • NEXT n
270 FOR m-1 TO 3< LET k-INT CRN
D#18)+2■ PRINT AT k.jj INK Qi‘W
• NEXT m r NEXT j
275 LET »c-1000< LET fl-0
280 REN SHIP
285 LET q-INT <RND*9>+1
290 LET 4-q*2' LET q-q+1
310 LET u-1
311 PRINT AT 0.7;fl' PRINT AT 0
. 16;sc; " ''
312 IF fl-10 THEN GO TO 420
315 LET fl-fl+1- PRINT AT 0,7;f
l
319 PAUSE 25
320 INK 6' PRINT AT 4/u;"^
325 FOR k-1 TO 8- NEXT k‘ BEEP
. 01.20
330 PRINT AT 4.u; M *
350 IF ATTR <4.u+l>-2 THEN GO
TO 1000
360 IF ATTR <q,u+l>-5 THEN GO
TO 2000
370 IF ATTR <4,u+l>-7 THEN GO
TO 3000
375 LET 4-4-KINKEY*-"* n >-<INKEY
*-'* l •* >
395 LET u-u+l
400 GO TO 320
420 FOR N-2 TO 2Q- PRINT AT N.4
i " “- PA
USE 7- NEXT N
421 IF sc>b THEN LET b»sc
422 PRINT AT 0.28;b
425 PRINT AT 5.3;"WOULD YOU L1K
E ANOTHER GO?"- BEEP .01.4- BEEP
.02,5 : PRINT AT 7.15;"<Y^N>"- F
OR N-0 TO 4' BEEP .01,N« NEXT N
430 IF INKEYS-"" THEN GO TO 43
0
440 IF INKEYS-"*" THEN PRINT A
T 5.3;*'
"iAT 7.15;" “;AT 0.7;“
"■ GO TO 260
450 IF INKEYSO"*" THEN PRINT
AT 10.10;"SO BE IT.FAREWELL."- S
TOP
1010 FOR o-l TO 10
1020 BEEP .01.INT <RND*30>
1030 NEXT n
1040 LET sc-sc+200
1999 GO TO 280
2000 PRINT AT 4,w;" "
2010 FOR n-16 TO 8 STEP -1
2020 BEEP .01.*
2040 LET sc—sc—100
2050 PRINT AT q.u; INK 5;"^'
2999 GO TO 280
3010 FOR n-15 TO 10 STEP -1
3020 BEEP .01, tv BEEP .01,n-3
3030 NEXT *
3048 LET sc—sc—100
3999 GO TO 280
8999 STOP
9000 FOR k-1 TO 5 1 FOR n-0 TO 7'
READ POKE USR CCHRS <143+k>>
+*,*> NEXT n- NEXT k
9010 DATA BIN 11111111.BIN 00000
000,BIN 11111111/BIN 10101010.BI
N 01010101.BIN 11111111/BIN 0000
0000.BIN 11111111
9020 DATA BIN 10100000.BIN 10101
000,BIN 10100100,BIN 10100010,BI
N 10100001.BIN 10100010,BIN 1010
0100.BIN 10101000
9030 DATA BIN 11111100,BIN 00111
000,BIN 00111100,BIN 11111111,BI
N 00111100,BIN 00111000,BIN 1111
1100,BIN 00000000
9040 DATA BIN 11100001,BIN 11010
001,BIN 11001001/BIN 11000111,BI
N 11000111/BIN 11001001/BIN 1101
0001.BIN 11100001
9058 DATA BIN 00000001/BIN G0100
110,BIN 10111100,BIN 01011100.BI
N 01011100,BIN 10111100,BIN 0010
0010.BIN 000O0001
9360 RETURN
9999 SAVE "FORCE" LINE 1
SINCLAIR PROGRAMS December 1983
39
A NARROW WINDOW appears
in the middle of the screen,
through which can be seen a
moving line of grey squares. Whenever
a grey square appears between the
markers in the middle of the window
press any key to replace it with a star.
When each of the 32 grey squares in the
loop has been replaced by a star, and
any squares which have appeared in the
course of the game have been replaced,
your skill percentage will be shown.
That will be lower if you have not
pressed a key when a grey square has
been between the markers, or if you
have pressed a key when a star was
between the markers.
Star Shooter was written for the IK
ZX-81 by Adam Freed of Bognor Regis,
Sussex.
2 CLS
3 LET T=SGN PI
4 LET 3“T
5 PRINT RT CODE "< 9d >" >CODE "
<9s>”;"< 5*isp *i+•5 *i sP>";TAB COD
E " < 9s > ".; " < l Sp > "; HT CODE " < 9s > " ,
CODE "="; '*< l sp > **; TAB CODE "< 9s > "
; "<5*isP : i+5*j.sp >*'
10 LET A$="< 32*9hV
20 IF RND<.1£5 THEN LET A*<INT
c RND*CODE " 4 M >♦ SGN PI >« M < 9a > "
30 PRINT RT CODE "<9s>%VAL " 1
1"; ASK CODE "£“ TO CODE " = " >
40 LET fl$~fi$< CODE "<92)" TO >+
A* < CODE "<9l >" )
45 LET T -T +<. R3K CODE "?" >«=*'< 9a )
50 LET S“S+< A$< CODE "?")®"<9.a>
M AND 1NKEY$< >"">—<R$< CODE "?">*
AND INKEY$< >"" >
55 IF INKEY$< >" " THEN LET A*<C
ODE "?“ )=*"#"
60 IF ****#***#*#***#*##»#
***#:m*****" THEN GOTO VflL "00"
70 GOTO CODE "="
80 PRINT RT CODE "<9s VS VflL "1
1": " CAME*OVER "
90 IF S<NOT PI THEN LET S»NOT
PI
95 PRINT RT CODE "*",NQT PI;"Y
OUR SKILL PERCENTAGE®";INT < < S/T
>* 100 >
99 IF INKEY*® 11 " THEN GOTO VAL
"99"
100 RUN
SINCLAIR PROGRAMS September 1983
1 1W_
SOFTWARE rnJ
DOOMSDAY
CASTLE
is an arcade style game
with the feel
of a real adventure
is available at £6.50 from
FANTASY SOFTWARE, FALCONBERG LODGE. 27A ST GEORGES ROAD, CHELTENHAM. GLOS GL50 3DT
despatched by return first class post together with free membership and current newsletter of the Fantasy Micro Club
Trade Enquiries welcome - telephone 0242-583661.
You take on the role of our super hero ZIGGY
shown here above in his exploratory
capsule in combat with an Urk disguised as a
pangalactic gargleblaster | II) This is a true
representation of the on-screen graphics.
Doomsday Castle consists of a labyrinth of 76 complexly inter-connected Halls and Passages
where you will meet a whole host of adversaries serving the infinitely evil Scarthax, the Garthrogs,
the Orphacs, the phenomenally nasty Googly Bird and the Urks which manifest themselves in over
fifty unbelievably weird and wonderful guises.
Scarthax has scoured the Universe to bring together the six ancient stones of lifeforce. United in
Doomsday Castle they are being used to wield an irresistable power over the cosmos, emanating
waves of corruption through every galaxy.
To save the Universe, you must battle your way through the Castle to find and collect the six
stones and use their force against
Scarthax to destroy Doomsday
Castle, hopefully escaping
yourself before the final
cataclysmic explosion.
The task is not easy
(saving the Universe
never is!) and It will
take youmany games to
unfold the structure
of D^pmsday Castle and
discover the locations of the
ancient stones. The addictive
arcade style action will keep you
coming back to play but the
overall challenge should still
keep you occupied for months.
FANTASY SOFTWARE
is available from
W.H.SMITHS, JOHN MENZIES,
LASKYS, GREENS, RUMBELOWS,
SPECTRUM GROUP,
COMPUTERS FOR ALL and all other
good software retailers.
For 48K
Spectrum
10 LET X=CODE "< 95 V
20 LET Y=CODE ,, 2 M
30 DIM C<I+J,J>
40 LET S=0
50 LET X=X+< INKEY**"6" OR X*0>
-< INKEY*="?" OR X=COOE "<9s>">
60 LET Y=Y+CINKEY$="8" OR Y=0>
-<INKEY**"5" OR Y*CODE "3">
70 LET R=INT <RND*J>+I
80 LET C< R, I )*C< R, I >+< X>C< R, I >
X< OCR, I > >
90 LET OCR, J>=C<R, J>+<Y>C<R, J>
>-<Y<C<R, J>>
100 LET S=S+I
110 PRINT RT X j YRT C<R,I>,
C<R/ J>j "< i % > " i RT 0,0; S
120 IF X< >C< R,I> OR Y< >C< R,J > T
HEN GOTO CODE "M"
130 PRINT RT X,Y;"GOTCHA"
G OTCHA is an exciting game
for the IK ZX-81 which can
be played again and again
without becoming boring. It requires
some skill and forethought.
It was written by Paul Sutton, a law
student of Cardiff, South Glamorgan.
He owns a ZX-81 with 16K RAM pack,
which he uses normally to help him in
fantasy games, such as dungeons and
dragons.
You—an asterisk—must avoid the
two intelligent ghosts—inverse aster¬
isks—for as long as possible. As each of
you leaves a trail, it can become imposs¬
ible to spot the ghosts for long periods.
Remember that you can cross your
own trail or that of the ghosts, that you
can move only in the upper half of the
screen, and that you can move faster
than the ghosts. Your movement is
controlled by the usual cursor keys.
Start by entering GOTO 1.
SINCLAIR PROGRAMS July 1983
29
5 LET H-0
10 PRINT
SUPPOUND-81
MOVE VOUR MAN( X) AROUND
THE SCREEN USING THE
CURSOR KEYS(5,6,7,8)AND
EAT THE POINT-PODS< S >.
DO NOT CRASH INTO THE
DEADLY WALLS<9raPhic H ).EAT
THE"
20 PRINT
" ESCAPE PILLS(SraPhic T)
TO GET ONTO A HARDER LEV
EL.
INPUT DIFFICULTY
LEVEL <1-4 >"
25 LET A*-INKEY*
30 IF A*-"" THEN GOTO 25
35 IF A*<>"1" AND A«<>"2" AND
A*< >"3" AND A*< >"4" THEN GOTO 25
40 LET L-VAL AS/8
45 LET S-0
50 CLS
60 LET A-l+PEEK 16396+PEEK 163
97*256
65 PRINT "<2*IS)SURR0UND-81<7*
IS )SCQRE-(6,IS)"
70 PRINT "<32*IS>"
80 FOP F-l TO 19
90 PRINT "(IS )";TAB 31; "(IS)"
100 NEXT F
110 PRINT "<32*IS)"
120 LET X-345
123 LET Y-336
130 IF INKEY*-"5" AND PEEK (A+X
-1)0128 THEN LET X-X-l
148 IF INKE V *”"6" AND PEEK (A+X
+33)0128 THEN LET X-X+33
158 IF INKEY*-"7" AND PEEK (A+X
-33)0128 THEN LET X=X-33
160 IF INKEYS="8" AND PEEK <A+X
+ 1)0128 THEN LET X-X+l
a65 IF X-Y THEN GOTO 125
PEEK (X+A)~136 THEN GOTO
IF
170
360
175 IF PEEK <X+A>-13 THEN LET S
=S+100
180 IF PEEK (X+A >=6 THEN GOTO 3
00
185 POKE <X+A),61
190 POKE < Y+A),0
200 LET Y~X
210 IF <RND<L) AND (PEEK (A+X+2
>0128) AND (PEEK (A+X+D0128)
THEN POKE (A+X+INT <RND*2)+1),13
6
220 IF (RND<L> AND (PEEK (A+X-6
6)0128) AND (PEEK (R+X-33XM23
) THEN POKE (A+X—((INT (PND*2)+1
)*33>), 136
230 IF <RND<L) AND (PEEK (A+X+6
6)0128) AND (PEEK (A+X+33XM28
) THEN POKE (A+X+((INT (PND*2)+1
)*33 ) ), 136
240 IF (RND<L> AND (PEEK (A+X-2
X>128) AND (PEEK (A+X-D0128)
THEN POKE (A+X+INT (RND*2)-2),13
6
250 IF RND<.1 THEN PRINT AT INT
(PND*19 >+2,INT (PND*30)+1;”*"
260 IF RND<.03 THEN PRINT AT IN
T (RND*19)+2,INT (RND*30)+l;"(
aPhic T>"
270 LET S-S+10
280 PRINT AT 0,26;S
290 GOTO 125
300 LET S^S+300
Y OUR TASK is 10 collect as many
points as possible by moving
round the playing area colliding
with the dollar signs appearing at ran¬
dom. In the course of play you will find
yourself increasingly constrained by the
sudden materialisation of deadly walls—
constructed of graphic H. They must be
avoided at peril of your life.
In addition, gateways on to new lev¬
els of play will appear. They are signi¬
fied by graphic Ts and will transport
you into new playing areas. You move
by means of the cursor keys and are
given a running score of your achieve¬
ments. Full instructions are given with
the listing.
16 K Evasion was submitted by Peter
Hawkin of Leeds. In our listing, lower¬
case lettering indicates graphics instruc¬
tions; IS signifies Inverse Space. (16K
ZX-81).
305 POKE (A+Y),0
310 FOR F-l TO 25
313 POKE X+A,61
315 POKE X+A,6
317 POKE A+X,134
320 NEXT F
325 CLS
330 PRINT
WELL DONE. YOU HAVE COMPLETED
ROUND ONE AND HAVE BEEN AWARDED
300 BONUS POINTS FOR DOING SO.
PRESS ANY KEY TO GET ONTO A
HARDER LEVEL."
335 LET L-L+.125
340 IF INKEY*-"" THEN GOTO 340
350 GOTO 50
360 POKE A+Y,0
365 FOP F-l TO 25
370 POKE X+A,61
375 POKE A+X,136
380 POKE A+X,0
390 NEXT F
400 CLS
410 PRINT "YOU CPASHED INTO A W
ALL. YOUR FINAL SCORE WAS ";Sj
N II
420 IF S>H THEN LET H-S
425 PRINT
430 PRINT "THE HIGH SCORE IS
H; “. "
435 PRINT
440 PRINT "PRESS ANY KEY FOR AN
OTHER GAME."
450 IF INKEY*-"" THEN GOTO 450
460 CLS
470 GOTO 10
9000 SAVE "SURR"
9010 RUN
evasion
24
SINCLAIR PROGRAMS May 1983
Y OU HAVE one minute to catch as
many types of insects as possible
with the sticky tongue of your
frog. The controls are 5 — skip left; 8 —
skip right; 6 — jump left; 7 — jump
right; 0 releases the tongue. Press R to
return to the lily pad for a new game.
Bugfever was written by Simon Cox
of Dunstable, Beds.
0100,BIN 11010100,BIN 11101001,8
IN 1110001,255
20 DATA 14,17,17,35,37,42,116,
63,96,152,8,8,16,32,132,248
900 BORDER 5 s PAPER 8- BRIGHT 1
• CLS ■ FOR n-Q TO 10' PRINT AT
n, 0; PAPER 5,, « NEXT n FOR n-U
TO 21* PRINT AT «,0; PAPER 1,,«
NEXT n
901 INK 7 1 FOR r-0 TO 80 STEP 1
6* FUR q-0+RND*4 TO 255 STEP 16
PLOT 4,r2,2’ DRAW 2,-1'
NEXT q* NEXT r
911 LET tiroe-60 LET score-0
912 INK 1= PAPER 4- PRINT AT 17
,3; "< i »P ' 193 19*sP ■ i93> *‘
913 PRINT AT 18,3,''
6, PAPER 1;" <9*'9b> "
920 RESTORE 20- FOR n-O Tu 15’
READ a- POKE USR 9a > "+r», a' NEX
T *
930 FOR -1 = 1 TO 0 STEP -.1* PLOT
INK. 6;224,175- DRAW INK 6;31,
-q*4,q= NEXT 1
940 OVER 0- FOR r=40 TO 200- FO
R q-1 TO 4- PLOT INK 3;r+q,16>
DRAW INK 3;0,12- NEXT q' LET r-
r+lNT <10+RND*20> NEXT r
1010 PAPER S' INK O• REM fro9
1015 PRINT AT 21,0; PAPER 4,,
1016 PRINT AT 21,11, INK 7;"BUGF
EVER"
1020 LET x=l6 : LET y-l3
1021 PRINT AT x,v; INK 7;" <9q > "
1025 LET z-10
1026 GO TO 5368
5020 FOR n»x-3 TO x-z+<3 AND y>«
25 AND z>3) STEP -1 INK 0+C7 AN
D n>10>< BRIGHT 1- PRINT AT n,w;
"9i AT n+1 ,*< >"9k ";AT n+2,s;"l
";AT n+2, y/" H ■ GO SUB 6050
5030 NEXT n /
5035 PRINT AT n+l,*;" "; AT r>42,y
;" AT r+3"
5040 FOR P=* TO *+4-<3 AND *>-25
1 DATA 14,17,17,35,37,42,116,
63,96,152,8,8,16,32,132,248,96,1
58,65,48,*2,7,5,9,3,4,100,181,23
4,100,4,2,24,32,64,170,85,64,32,
24,0,0,132,62,61,255,62,32,0,127
,1,0,1,127,0,0,3,14,255,255,255,
14,3,0
2 DATA 240,0,128,126,128,0,24
0,0,0,0,0,0,130,130,130,186,186,
254,124,124,56,56,56,56,108,68,6
8,68,68,68,68,0,0,34,34,34,24,34
,34,54,28,26,28,28,62,62,127,93,
93,65,65,65,65,0,0,0,112,216,124
,126,255,127,63,255
3 DATA 14,27,62,126,255,254,2
52,255,248,0,128,255,128,0,243,0
,0,0,254,128,0,128,254,0,0,132,1
12,255,255,255,112,192,0,15,O,1,
4,1,0,15
4 RESTORE * FOR 1-0 TO 167 ST
EP 8- FOR r-0 TO 7- READ a POKE
USR "(.9 ar+q+r,a- NEXT r NEXT
914 PRINT AT 19,3;" <i*P 93 2l*s
p 93 y
915 INk 0- PAPER 4- PLOT 35,26'
DRAW 170,0
916 FOR n-45 TO 190 STEP 8 PLO
T n,26' DRAW 8,8' DRAW -8,-8' DR
AW 8,-6' NEXT n
917 FOR n-0 TO 255- PLOT INK 4
;n,8- DRAW INK 4;0,1NT <RND*8>'
NEXT n
918 RESTORE 10 > FOR rt-0 TO 15-
READ a POKE USR " < 9a ) "+n,a - NEX
T rt
919 PRINT AT 19,1; INK 3; PAPER
1; '* < 9a 9b > *'; AT 16,3; INK 6; PAP
ER 1; '' <9a 9b) ";AT 16,26; INK 7;
PAPER l;"i9^i9b2";AT 19,28; INK
10 DATA BIN 1010018,BIN 01O101
01,BIN 01010101,BIN 00101011,BIN
80101011,BIN 10010111,BIN 10001
111,BIN 01111111,BIN 01100101,81
N 01101010-BIN 10101010,BIN 1101
0100,BIN l1010100,BIN 11101001,B
IN 1110001,255
15 DATA BIN 1010010,BIN 0101U1
01,BIN 01010101,BIN 00101011,BIN
00101011,BIN 10010111,BIN 10U01
111,BIN 01111111,BIN 01100101,BI
N 01101010,BIN 10101810,BIN 1101
5050 PRINT AT n,P;" <99-9h-9i>
5051 IF INKEY*-"0" THEN BEEP
1,0 PRINT AT n,P+3; INK ©;"<9
5052 IF <SCREENS <n,P+4><>" " > A
ND INKEY*-"0" THEN PRINT AT Y>,P
SINCLAIR PROGRAMS February 1984
29
+3; INK 2;" (9r) "' FOR r*5 TO I S
TEP -1= BEEP 73l,-r NEXT r = PR1
NT PT a.j b-1
LET score=sc
ore+scl 1 CO SUB 5310
5053 GO SUB 6050
5060 NEXT P
5061 LET txme«time-<4 PND z<>3>-
(.4/10 PND z«3>
5065 PRINT PT n,p-l; u
5070 FOR n-x—z+<3 PND *>-25 PND
z>3> TO x INK 0-K7 PND r.> 10 > P
RINT PT n-3,*+4; " <9m> ";RT r»- 2 ,* +
4; '* < 9n ) *'; PT r>-l,*+*7"<9or;PT r,-
4,*+4;" "« GO SUB 6050
5080 NEXT n
5085 PRINT PT n-4,*+4;'' ";PT n-3
/V+4-" ";PT rt-2,*+4,” "
509G LET *-*+4' PRINT PT x.v; IN
K 7;” C94 > "
3895 BEEP .01,-20' BEEP .01,-10
5096 IF *>=29 THEN LET txme=tim
e-3* PRINT PT x,*; INK 1 ;" ” * IN
K 7 • FOR r.= l TO 20 BEEP .063, tv
PLOT 236,32 ! GO SUB 605O DRAW
INT < -10-*-RND*20 ), I NT <RND*l5>' N
EXT n ; GO SUB 6050 FOR 4-16 TO
18' PRINT PT 4,28; PPPER 1;"
GO SUB 3120 GO SUB 6050 = NEX
T 4 - LET X=l 6 : LET *=13
5100 RETURN
5128 FOR n=x-3 TO x-z STEP - 1 ■ 1
NK 0+< 7 PND n>10> PRINT PT r>,*;
" <9j > '*;RT n+1,*; "<9k_>";PT n+2,*,
” <91 > **;PT n+3, *; ” " ■ GO SUB 6950
5130 NEXT r.
5135 PRINT PT n+1^;- ”;PT rt+2,*
>'* "; PT ri*3, *; " "
5140 FOR P=* TO *—4 STEP -1
5158 PRINT PT n, P; ”< 9u. 1 9t 9s > ”•
GO SUB 6050' POKE U^R ”<9ur+4,
4
5156 IF 1NKEYS="0" THEN BEEP .0
1,0' POKE USR "<_9u>”+4,255
5157 IF <SCREEN* <n,P-l><>” ”> p
ND INKEY*-"0” THEN POKE USR ”<9
u )”+4,255 * FOR r=5 TO 1 STEP -1
“BEEP . 01 ,-r- NEXT r PRINT RT 3
,b-l;“ "■ LET score-score+sc
1- GO SUB 5310
5160 NEXT P
5161 LET time-time-<4 PND z<>3>-
<4/10 PND z-3>
5165 PRINT PT n,P*l,”
5170 FOR n-x-z TO x- INK 0 +< 7 RN
D n>10>' PRINT PT iv-3,*-4;" <9m) ”
; PT n—2, *—4; ** < 9n ) ”; PT n-l,*-4;”<
90 >**;PT n—4, v—4; ” -> GO SUB 6050
5180 NEXT n
5185 PRINT PT n-4,*-4; ” ";PT r>-3
,*-4;" " ;PT r>-2,*-4;” -
5190 LET *=*-4' PRINT RT x,*;"<9
P >"
5195 BEEP .01,-20 1 BEEP .01,-10
5196 IF *<-3 THEN LET time-time
-3' PRINT PT x,*; INK 1 ,” •« INK
7- FOR r=l TO 20' BEEP .003*YV
PLOT 11,32' GO SUB 6050' DRfiUi IN
T <-10+RND*20>,INT <RND*10>’ NEX
T iv GO SUB 6050 FOR 4-16 TO 18
' PRINT PT 4,0; PPPER 1;" "• G
0 SUB 9110 GO SUB 6050 NEXT 4
LET x-16 1 LET * = 13
5280 RETURN
5310 LET a.-INT <i+RND*7> LET bl
=INT <1+RND*3>
5320 IF bl = l THEN LET aS=*'(.9j.'9
b > ” ' LET d—1 = LET dl =8 LET b-
29- LET sc1=150
5338 IF bl=2 THEN LET as="<9d'9
e > ” : LET d—1 = LET dl=0' LET b=
29- LET sc1=280
5340 IF bl-3 THEN LET a*=" <9c
9fV LET d=l« LET dl=29 LET b=
0 ' LET sc1=50
5350 RETURN
5360 GO SUB 5310
6000 GO SUB 6050
6001 PRINT PT 21,0, INK 7;"TIME'
";INT txme PND time>- 0 ;” ";RT 2 l
, 22 ; INK 7; •'SCORE ”;score
6002 IF txme <*0 THEN LET time -0
■ PRINT PT 10,9; INK. 7; PPPER 4,
" GRME-OVER "• GO TO 9000
6005 IF INKEYS=" 8 " THEN LET z=3
BEEP .01,8' GO SUB 5016'
6010 IF INKEYS-"7" THEN LET z=x
-a.-l BEEP .01,7' GO SUB 5016'
6020 IF INKEYS-yS” PND *>1 THEN
LET z-3■ BEEP .01,5’ GO SUB 512
0 .
€030 IF INKEYS=" 6 " PNC> *>1 THEN
LET z=x-a-l 1 BEEP .81,6 GO SUB
5120'
6035 LET time-tme-l/lQ
6046 GO TO 60O0
6050 PRINT RT *,b; INK Q; a.®
6060 LET b-b+d 1 IF b-dl THEN PR
INT PT a, b-l;" "= GO SUB 5318
6065 BEEP .001,b
6070 RETURN
9000 IF INKEYSO'V" THEN GO TO
6080
9015 PRINT PT 1,12;"SCORING";PT
2 , 12 ;”-"
9020 PRINT PT 4,3 ; 11 > 9d : 9e) DRRG
ONFLIES- 200”
9040 PRINT RT 6,3;"<9a 9b) BUTT
ERFLIES-150”
9870 PRINT PT 8,3;"<9C 9F> FLIE
5 -50 "
9080 FOR ri=l TO 50' NEXT n
9090 IF INKEY$< >"r" THEN GO TO
9O90
9100 FOR ri=l TO 10 ' PRINT PT r .,0
; PPPER 5; INK 7;”
"• NEXT r> = PR1
NT PT 21,28; PPPER 4; INK 4;”
” PRINT PT x, *;" "• LET score-
0 LET z=lQ' LET x=l 6 • LET *= 13 :
LET time= 6 l' PRINT PT x,*; INK
7; *' < 93 > " ' GO TO 5360
9110 INK 7- FOR n=0 TO 16 STEP 1
6 -- PLOT tv 32' DRRW 2,1- DRPW 2,-
1 - NEXT rv PRINT PT 16,13; "< 94 >”
‘ RETURN
9120 INK 7- FOR r»*G» TO 16 STEP l
6 - PLOT n+230,32' DRPW 2 ; 1 DRRW
2,-1' NEXT n PRINT PT 16,13;”<
94 >" ' RETURN
30
SINCLAIR PROGRAMS February 1984
GRID RUN <5 a high resolution. fnitl machine codo gamo using tho
spoctrums sound and colour 10 iho lull Sot in o mofo you must
avoid oncoming android cors bont on your destruction. Bonus cqr
ovory 10,000 points “Famous Five" holl ol fame, Incrooslng spood
an<l difficulty Thoro is oven a bold button to got your brooth bock
PONTOON Included on sido B absolutely Iroo. Pontoon has lull
graphical representations ol all tho cords including King, Queen,
Jock. “Intelligent" play ol aces, and lull analysis ol results at end ol
each gome REF. GRID.
LAST SUNSET FOR LATTICA (Original) is o true graphical adventure
gamo in real timo. Your oim is to dolose a bomb hidden somewhere
in a highly complicated moro avoiding many well armed android*
along tho way. Extra lives mo thoro lor tho taking, so oro the keys to
toko you to tho next level and oil tho while tune is running out lor Iho
little Plonot ol Lattice. REF SUN.
All these games are available for the ZX Spectrum 48K for the incredible
price of only £ 5.50 including P&P VAT etc. Just complete the mail
order form for prompt dispatch by return of post.
Arcade are dommitted to original game concepts so look out for new
titles in the Arcade range. Trade enquiries welcome. Phone Orpington
35639 anytime or write to Arcade Software Ltd, Technology House, 32
Chislehurst Road, Orpington, Kent BR6 ODG.
THE DETECTIVE (Original) You thought ll was |ust anothOf “Take
Iho secrets Irom o Solo and Run" job bill Iho mob (bought
diflerontly they will (ry everything to slop you (his llmo. II
madmen, lasers, bombs, dynamite, daggors, barrels, blislor bombs,
croton, helicopters, lots and fourteen othor lovels do not got you.
you might jtijd mnko it, Opening tho solo has Hu pitlalls too. Fast
moving, m/d game with excellent graphics and sound. A very
addictive game. REF. DET.
TO: ALL MAIL ORDERS
Qty.
Item
tern Price
C
Total
c
RAIDER OF THE CURSED MINE (Original! Grood drove you down
into tho old diamond rnmo. ehoor determination and luck is tho only
woy out ogoin. Lilts help you. so do lamps, and diamonds can be
worth a fortune but bowaro ol tho evils that lurk doop in tho mine.
Trolls who throw boulders at you, spiders who eat you. ghosts who
show no morcy and bats who steal things, add to this n time bonus
and you havo an exciting Arcade quality gome Roach level 32 and
oscope to tho big outside world REF. RAID,
DON 'T FORGET YOU CAN AL WA YS ORDER ON
THE TELEPHONE WITH YOUR CREDIT CARD .
TRADE ENQUIRIES WELCOME.
•I unclose a ch*QU«/postol wrier payable to ARCAOl SOfTWARf l ID. lor
•Ptonso cluigo to m* AccowBrnclaycanl account no
•Please delelec.nit>|il«tB
as applicable
cu n i m num i
Ssjoatuia _ _
Ramn Mr MisiMiss
A ddress
SP1
18 RESTORE - CLEAR 31999' LET
y»i3
2b FUR n-32000 TO 22609 READ
3 LET x-x+J.' POKE n,a- NEXT tv
IF x<>61860 THEN PR1N1 AT 19,18;
FLASH 1;"ERROR IN DflTR" ; STOP
30 ORTA 33,8,92,54,56,33,100,1
2?,54,7,35» 54,307,35,54,255,35,5
4,56,35,54,0,35,54,1,33,84,0,35,
54,20.35,54,0,62,2,205.1,22,1.7.
7,205.229,34,17,1,1,1,0,153,20b,
186,36,1,241,0,20b,186-36,17,255
,255,1,0,153,205.186,36,1,241,0.
205,186,36
40 OATA 42.118,82,34,83,41,41,
25,41,41,41,25,34,118,92.124.254
,8,56,23* .254;152,48,232.71,14,1
,209,193,16,224,193,16,215,213.1
93
70 LATA 58,104,127,120,71,59.1
05,127,129,78,237,67,106,127,197
,205,22,126,193,197,205,229,34.1
93,255,58,8.92,33,104,127,254,53
,32,7,54,9,35.54,255,24,214,254,
56.32,7,54,0,35,54,1,24,203
00 ORTA 254,54,32.7,54,255,35,
54,0,24,192.254,55,32,5,54.1,35,
54,0,24,181
90 DATA 205,170,34.71,126,4,7,
16,253,203.71.40,22,193,193,33,0
,0,126.211,254.70,16,254,35,124,
254,23,32,244,33,88,39,217,201
190 DATA 58.6.92,33,103,127,70,
194.40.5,119,43,54.255.35,43,62,
89,6,19,211.254,47,60,211.254,19
7,79.16,254 193.16,243/53,62,16,
215-62,5.215.1,5,24,205,217,13,3
3,100-127,30.32,205,40,26,237,91
,100.127.99,186,48,124.254,255,3
2.9,193,193,1,8,0,217,24,162,92,
85,237,83/100,127,62,16,215,62,7
6,127,126,35,70,22,255,20,214,8,
48.251.62.33.146.79.62.175.144.2
2,255,20,214,8,48,251,62,24,146,
71,225,197,126,184,48,3,60,24,1,
61,119
120 DATA 71,35,126,185,48,3.60,
24.1,61,119,79,197,205,217,13,19
3,225,17,143,92.124,184,32,14,12
5.185.32.10.225.62.6.18.62.147.2
15.195.35,126,33,33,91,17,32,0,1
51,237.82,16,251,65,43,16,253,62
,2,190,40,12,225,33,143,92,54,7,
62,145,215,54,2,201
130 DATA 225.6,9,197, S3. 187,128
,50,123, *2,229,70,35,70,205,21*,
13,62,144,215,33,0,0, 126,211,254
,35.124,254,9,32,247,225,193,16,
223,54,255,33,143,92,54,2,33, 109
,127,126,254,255,192,35,35, 125,2
54,149,32,245,225,225,1,1,5,217,
195,52,126
148 PRINT RT 10,8;"NO ERRORS IN
ORTA"
150 PRINT RT 12,3j"N0W SAVING D
ATA TO CASSETTE"
160 SAVE "STP0N2"C0DE 32050,620
178 STOP
9999 SAVE "STRON DATA" LINE 0- B
EEP 1.1
50 ORTA 137,6,9,197,62,189,144
,50,123,92,6,20,33,109.127,197,7
3,35,78,35,229,205,217,13,62,145
,215,225,193,16,240,6,100.197,42
, 106,127,43,43,43,34.106.127,17,
1,0,205,181,3,193,16,237,193,16,
110 DATA 33,108,127,52, 126,254,
19,56,2,54,255,35.135,133,111,12
6,254,255,202,70,127.229,229,70,
35.78,205,217,13,62,32,215,33,10
8
SINCLAIR PROGRAMS November 1983
Part 2
10 RESTORE ' RANDOMIZE BUROE
R 0’ POKE 23693,1' POKE 23675,16
©• CLEAR 31999* LOAD "STR0N2“COt>
E - CLS
20 FOR T.-USR "J" TO USR "cT+7-
READ «' POKE .*>*• NEXT n
30 DATA 0,0,0,0,0,0,0,0,60,255
,153,255,195,195,195,231,0,0,0,0
,0,0,0,0,60,255,153,255,60,60,60
, 126
40 PRINT AT 1,13; INK 6;"PROGR
AM"- FOR rn-1 TO 5‘ FOR n-7 TO 1
STEP -1< INK r.- PRINT AT 3,2; H _d
bd dbdbd bdbd bdb d_ _d_ d
_d_ b_ d d d d bd b.”
50 PRINT AT 5,2;"b_ _d_ _b
b b b dh d bdb
bdb d d b b b_ M
60 PRINT AT 7,2;" d d b
d b bddd b b b d
d d d b db"
70 PRINT AT 9,2 ;" bdb _d_ _b
_d_ dhd d bd“ • NEXT NEXT
n- FOR *-0 TO 3 FOR r>-0 TO 7 P
RUSE 5* PRINT AT 13,7> INK n; "B*
Ro«»r Allen 1983"• NEXT n* NEX
T n
80 PLOT 0,15 DRAW INK 2;255,0
« INK 5' FOR n»255 TO 24 STEP -1
* PLOT n,16 1 PAUSE 2- DRAW 0,4-
NEXT n
90 FOR n-4 TU 30' FUR TU 1
■ PLOT n+20,16 - PAUSE 1 DRAW 0,
n- NEXT m« NEXT y,
100 PLOT 51.16 DRAW OVER 1;0,4
Y OUR NAME is Stron and you
must play to oppose the evil
Mad Control Plan. Move your
laser bike with the cursor keys. If the
crushers hit your trail they will be
destroyed. If you hit your trail, the edge
of the play area, or a guard, or if you
run out of time before all the crushers
are dead, you will be destroyed.
There are four levels to survive, each
with a shorter time limit, and faster
speeds than the previous level. On the
fourth level the guards are invincible
and you must try to survive until the
time limit.
Laserbikes was written for the 16K
Spectrum by Roger Allen of Gerrards
Cross, Buckinghamshire. It is divided
into tw r o parts, the first of which con¬
trols the machine code. LOAD and
RUN the first section, then LOAD the
second section and RUN by entering
GOTO 20.
Part 2 — continued.
* FOR n-52 TO 255' PLOT «,!€• DR
AW 0,30- NEXT n
110 LET e-1* LET f-0- LET a*-"D
0 YOU WANT THE INSTRUCTIONS?"■ L
ET d-i• LET•a-40■ LET b-1' LET c
*4 : GO SUB 9000
120 PAUSE 4e4• IF INKEY*<Vm" T
HEN GO TO 200
130 CLS • PPINT RT 0,8; FLASH 1
j INK 2; PAPER 6;"<16*196>";AT 2
,8;"<16*196 )";AT 1,8j“<i96)
<i96>"; FLASH 0;AT 1,9;
PAPER 1; INK 5;"M.C.P. READOUT"
140 DATA "PROGRAM NAME ","STRON
","CRIME 1 ","EVADING THE M.C.P.",
"VERDICT•","GUILTY","PUNISHMENT -
","TO PLAY THE GAMES","ASSIGNED
GAME■","LASERBIKE","OPPONENT•","
THE M.C.P.","CONTROLS•","COMPUTE
R KEYS 5 TO 8" ,"TASK•","DESTROY
CRUSHERS","RULES•","DODGE WALLS
AND CRUSHERS","PRIZE•■,"FREEDOM"
150 RESTORE 140'• LET f-2■ LET
»-0 FOR m-3 TO 21 STEP 2 PAUSE
10O- FOR t-0 TO I' READ a*' LET
*-20-20*!’ LET b-2• LET c-4+3*l
- LET d-m- GO SUB 9080- LET f-2+
<LEN *• AND t-0)' PAUSE 20 NEXT
l- NEXT m- LET e-1- LET f-0
200 PAUSE 100- INK 1- LET t«900
■ LET u—20’ LET z-l- LET a«-"PRE
SS ANY KEY TO PLAY"- LET d-0• LE
T **30- LET b*l- LET c-fc• GO SUB
9000
210 PAUSE 4e4
220 CLS * POKE 32009,INT <t^256
>- POKE 32012,t-256*PEEK 32009-
POKE 32405,u-1* POKE 32113 ,ur PO
KE 32598,149-< 2*< 20-w > > • POKE 32
528,2*<10 AND z>3)* POKE 32386,1
62-K15 AND z>3)
239 FOR n-32621 TO 32621*2*w ST
EP 2 POKE n,INT <RND*19>+4' POK
E tv* 1,1 NT <RND*20)*3- NEXT r\
240 PRINT AT 0,0; INK 5;"Z0NE- M
;z;" "♦<"ENERGY" A
ND z<-35*< - TTHE" AND z >3 >■*■
t- LET l-USR 32900
250 IF l>i OR <1-0 AND z<-3> TH
EN LET *•-"PROGRAM STRON DESTROY
ED M * LET *—5- LET b-2‘ LET r-*4
LET d-8 GO SUB 9088 GO TO 260
-< 60 AND t<>0)
260 IF t-0 AND z<-3 THEN LET a*
-"ENERGY EXHAUSTED"- LET G
0 SUB 9000 GO TO 200
270 FOR n-40 TO 0 STEP -.5‘ BEE
P .008,n■ BEEP .008,n-10 ! NEXT -n
> PAUSE 20• RESTORE 300' LET 7«z
• 1« LET w*«w-4+<12 AND 7-4)+<2 AN
D 7 >4 •' LET t-t-< 200 AND 7.04H
100 AND z°4 )♦< 70O AND 7>3>
280 FOP m-1 TO 6-K 3 AND 2-4 >• P
ERD a*- LET d-tn*2*5-< 5 AND 7-4 >•
LET a«25*<18 AND m-6>- LET b-2’
LET e-6 * GO SUB 9000' PAUSE 10'
NEXT m
298 RESTORE 310' FOR r*-l TO 7'
READ a,b- BEEP a^2,b NEXT rr GO
TO 228
300 DATA "CONGRATULATIONS STRON’
","YOU SURVIVED","BUT YOU MUST B
EAT ME AGAIN","THAT IS,","IF YOU
WANT YOUR FREEDOM!","HA' HA! HR
! HA! HA!","BUT THIS TIME MY CRU
SHERS ARE","INVINCIBLE AND YOU M
UST SURVIVE","THE TIME LIMIT!"
310 DATA 1.75,0,.25,3,1.75,2,.2
5.5..25,3,1.75,6,2,7
9000 PRINT =#b;RT d,<32-LEN a*V2
*e+f;
9010 FOR rr-1 TO LEN ?* PRINTS
• INK c? a$<n>;’ BEEP .01,a- NEXT
n- RETURN
9999 SAVE "STRON1" LINE O' BEEP
1,1* SAVE "STR0N2-C0DE 32008,620
• BEEP 1,1
SINCLAIR PROGRAMS November 1983
ATIC ATAC - For me 48K Sinclair ZX
Spectrum
ATIC ATAC - The super spooky 3D
horror G.A.S. (Graphic Arcade
Simulation) Adventure Game.
ATIC ATAC - Arcade standard.
100 % machine code, incredible
sound effects, amazing smooth high
resolution graphics, the totally new
addictive concept and all those extra
features you expect from the
ULTIMATE games people
Desgn - The ULTIMATE PLAY THE
GAME design team
Dealer enquiries welcome. Phone (0530) 411485
Post this coupon tot
ULTIMATE PLAY THE GAMI
LE6 5JU
Please rush methefollowm
□ LUNAR JETMAN
i rnnwF
7j JET PAC (8X branded
I enclose cheque/PC for £.
Leicestershire,
ATIC ATAC
LUNAR JETMAN -48KZX
Spectrum
COOKIE -16 48KZX
Spectrum
LUNAR JETMAN Fo*:re48K
Sinclair ZX Spectrum
LUNAR JETMAN ’he U • ~3 -
mtergaiactrc G.A.S. (Graphic
Arfcade Simulation) Adventure
LUNARJETMAN
standard
resc-jpdr graphic's
w aad-ctive concept
a*t'a features you
:~e ULTIMATE games
ULTIMATE PLAY
THE GAME des gn
PSSST -19 48KZX
Spectrum
JET PAC -16 48KZX ATIC ATAC
Spectrum or 8K Expanded
JOHN MENZIES. LASK
department stores and
Alternatively, send me c<
£ 5.50 each including VAT
packing within UK.
E scape from time is the
first full-scale adventure pro¬
gram for the 48K Spectrum to
be printed in Sinclair Programs . Your
aim is to escape through time into your
own world. To do so you must find the
crystal of power and a microchip to
power your time machine.
Once you have them you must take
them to the Time Room. Commands
which you will use most frequently are
north, south, east, west, up, down, en¬
ter, leave, look, take, drop, list and
open.
Written by Mark Chapman of Brack¬
nell, Berkshire.
16 POKE 23605,26- GO TO 1106
15 PRINT THE OBJECT IS To E
SCAPE BRCK INTO YOUR OWN TIME
THROUGH A TIME MACHINE.TO FLY
THE MACHINE.R PROGRAMED M1CR0-C
HIP AND THE CRYSTAL U p POWER AR
E NEEDED.
GOOD LUCK
I 99
20 IF o<3H3 THEN GO TO 155
■30 LET ti-6 LET £-6 LET c—6
LET LET u-6 LET ch-6 LET e
r>-6 LET l*-0- GO SUB <2O0G+mrtl6
46 LET mr=6 LET mm=lNT <. RNDY8
>+l
50 IF mm*6 AND r<>6 THEN LET m
r-n
60 IF mm-5 AND s<>0 THEN LET «
r»s
70 IF AND e<>0 THEN LET m
r-®
80 IF mm-3 AND u<>0 THEN LET m
90 IF mm-2 AND u<>6 THEN LET m
r«u
100 IF mm=l AND d<>0 THEN LET rn
r=d
116 IF mm=7 AND erK >0 THEN LET
ror-en
126 IF mm*6 AND 100 THEN LET m
r-l
130 IF mr«0 THEN GO TO 40
140 IF THEN PRINT IN TH
E ROOM WITH YOU IS THE MUMMY!
"• LET ' GO SUB 9396
150 IF x>-5 THEN GO TO 1250
155 LET r>-0- LET 4=0' LET e-6
LET ui-0 1 LET u-0 • LET d-6 • LET e
n-0' LET 1-0 GO SUB 2000+r*10
160 LET z-0
170 FOR f-1 TO 12
180 IF c(f)Or THEN GO TO 210
190 IF z-0 THEN PRINT '" THERE
IS RL90 1 "
200 LET z—1 ■ PRINT " "jc *<f>
SINCLAIR PROGRAMS November 1983
27
950 PRINT '" THE ROCK FACE OPEN
S RND YOU WALK THROUGH."• PRO
SE 100
960 GO TO 20
970 IF r<>12 THEN PRINT ' 11 YOU
CRN'T ."> GO TO 220
971 FOR f-1 TO 4
980 IF b*< f, TO 4 >-"wbod" THEN
GO TO 1000
990 NEXT f' PRINT YOU DON'T
HAVE ANY WOOD."' GO TO 220
1000 LET b*< f>- M ladder"
1010 PRINT '" YOU'RE R GENIUS I"
1020 GO TO 660
1030 FOR f-1 TO 4
1040 IF b*< f/ TO 10)
M THEN GO TO 1060
1050 NEXT f 1 RRINT '" YOU DON'T
HAVE RNY OIL. GO TO 228
1068 LET o<5)-l
1079 PRINT '" THE BUTTON IS LOOS
E. " 1 GO TO 220
1080 IF r< >31 THEN GO TO 270
1085 FOR f-1 TO 4
1090 IF b»(f. TO 8)*"hair Pin" T
HEN GO TO 1110
1100 NEXT f- PRINT '" YOU NEED S
OMETHING TO PICK THE LOCK WITH."
• GO TO 228
1110 LET oC 4 >—1
1120 PRINT '" THE DOOR IS OPEN."
• LET er-35- GO TO 220
1130 IF r-35 OR r-43 THEN GO TO
1135
1134 PRINT '" I DON'T SEE R BUTT
ON I"' GO TO 220
1135 IF o< 5 )~ 1 THEN GO TO 1160
1140 PRINT '" THE BUTTON IS TO S
TIFF TO PUSH."
1150 GO TO 220
1160 LET r-37
1170 PRINT '" THE LIFT RISES." 1
GO SUB 9300- GO TO 20
1180 PRINT '" YOU CRN'T GO THAT
WRY."- GO TO 220
1190 RESTORE 9000 1 DIM o<5)- DIM
b*4,10>- DIM ctl2)- DIM c*< 12/
10 ) '
1200 LET y —0 1 LET yv-0- LET x-0
LET mr-21• LET b-1* LET r»!
1210 FOR f-1 TO 12- READ A*.9
1220 LET cCf>»9' LET c»f)'Jl' N
EXT f
1230 BORDER 7' INK 0' PAPER 7 L
LS ■ PRINT FLRSH 1;“********ESCft
PE FROM TIME********" 1 GO TO 15
1240 PRINT '" NOTHING HAPPENS. " '
GO TO 220
1250 PAUSE 100- CLEAR 1 PRINT
THE MUMMY CATCHES YOU AND TAKES
YOU PRISONER OF HIS DOMAIN.THERE
IS NO ESCAPE FOR YOU...SORRY!"
1260 BEEP .001,50* BEEP .801,0
FOR f-1 TO 5 1 BEEP .083,INT <RND
*20)' NEXT f> BEEP .01,5- GO TO
1260
1270.IF r-21 THEN LET o<3)-l
1280 IF r-4 THEN LET o<1 )-l
1290 IF r< >21 AND r<>4 THEN GO T
0 1330
1300 IF r-21 THEN PRINT THE M
UMMY CASE OPENS RELEASING THE MIJ
MMY FROM ITS TOMB."
1310 IF r-4 THEN PRINT '" THE DO
OR SWINGS OPEN."
1314 IF r-21 THEN GO SUB 9330
1315 IF r-4 THEN LET en-14
1320 GO TO 228
1330 PRINT '" YOU CAN'T." 1 GO Tfj
220
1340 IF r-mr THEN GO TO 1360
1350 PRINT '" YOU CAN'T."' GO TO
220
1360 FOR f-1 TO 4
1370 IF b«< f, TO 5>-"kmfe" THEN
GO TO 1390
1380 NEXT f GO TO 1350
1390 PRINT '" YOU STAB THE MUMMY
AND IT DISINTERGRATES AT Y
OUR FEET."- LET o<3>-8■ LET mr-0
- GO SUB 9610* GO TO 228
1480 PRINT '" YOU ENTER INTO AND
THER ROOM THROUGH THE MIRROR.
LET r-29 1 LET ©-0 GO TO 220
2010 PRINT '" YOU ARE AT A CROSS
car
210 NEXT f
229 INPUT "WHAT WILL YOU DO ?";
*• RESTORE 9100- CLS - PRINT "
>"ul
230 FOR c-1 TO 29- READ d*' IF
LEN d®-2>LEN a* THEN GO TO 250
240 IF d*<3 TO )-*•< TO LEN d»-
2) THEN GO TO 288
250 NEXT c
260 PRINT '“INVALID COMMAND." 1
GO TO 220
270 PRINT '"COMMAND CANNOT BE C
RRRIED OUT."* GO TO 220
280 LET z-VAL d«< TO 2)
290 GO TO 290+z*10
291 GO TO 1400
295 GO TO 1340
300 IF b>-5 THEN PRINT «" YOU C
AN'T CARRY ANYMORE."- GO TO 220
310 FOR f-1 TO 12
320 IF c< f >-r THEN GO TO 348
330 NEXT f- PRINT '" I DON'T SE
E IT I"* GO TO 220
340 IF LEN a*-5>LEN cKf) THEN
GO TO 330
345 IF LEN a*<6 THEN PRINT '“ T
AKE WHAT ?"• GO TO 220
350 IF a*< 6 TO >-c*<f, TO LFN 3
*-5> THEN GO TO 378
360 GO TO 330
370 FOR 9-1 TO 4
388 IF 9. 1 )=“ " THEN GO TO '»
00
390 NEXT 9 1 STOP
408 LET b*< 9 )”C*C f >
4O0 LET b*< 9 )-c*C f >
410 LET b-to+1
420 LET c (f >-0
430 PRINT '" OKAY."
448 GO TO 228
450 FOR 9-1 TO 4
460 IF LEN a*-5>LEN b*<9> THEN
GO TO 488
465 IF LEN a*<6 THEN PRINT '" D
ROP WHAT ?"■ GO TO 220
470 IF a*<6 TO )-b*<9, TO LEN ?
•-5) THEN GO TO 490
480 NEXT 9' PRINT '" YOU DON'T
HAVE IT I"- GO TO 220
490 LET b-b-1
500 FOR f-1 TO 12
510 IF c<f)"0 THEN GO TO 530
520 NEXT f- STOP
530 LET c<f)-r LET c*<f)-b*<9>
• LET bf< 9 )-""
540 GO TO 430
550 RESTORE 9200
560 FOR 9-1 TO 4
570 IF LEN a»-4>LEN bS'.9> THEN
GO TO 590
575 IF LEN a*<5 THEN PRINT '" U
SE WHAT ?"• GO TO 228
580 IF a«<5 TO )-b*<9, TO LEN a
•-4) THEN GO fO 600
590 NEXT 9- PRINT '" YOU DON'T
HAVE IT !-* GO TO 220
600 FOR h-1 TO 10- READ e*
610 IF VAL e*< TO 2>-r THEN GO
TO 638
620 NEXT h- PRINT '" YOU CAN'T
IN HERE."- GO TO 220
630 IF e%<3 TO K>bS<9, TO LEN
e»-2> THEN GO TO 620
648 GO TO VAL e*< TO 2>*10+3000
650 GO TO 28
660 PRINT YOU APE CARRYING"
679 LET 9-1
608 FOR f-1 TO 4
690 IF b*< f # 1 " THEN GO TO 7
28
700 PRINT " " ;b*< f >
710 LET 9-0
720 NEXT f
730 IF 9 THEN PRINT " NOTHING."
740 GO TO 220
750 IF n-0 THEN GO TO 1180
?60 LET r-n- GO TO 20
770 IF *-0 THEN GO TO 1190
780 LET r-s GO TO 20
790 IF e-8 THEN GO TO 1188
800 LET r-* 1 GO TO 20
810 IF u-0 THEN GO TO 1180
020 LET r-w \G0 TO 20
830 IF u-0 THEN GO TO 1100
840 LET r-u- GO TO 20
850 IF d-8 THEN GO TO 1180
860 LET r-d- GO TO 20
870 IF er-0 THEN GO TO 1188
880 LET r-er GO TO 20
890 IF 1-0 THEN GO TO 1198
900 LET r-1 GO TO 20
910 CLEAR 1 STOP
920 IF r—8 THEN GO TO 940
930 IF r< >11 THEN CO TO 1240
935 LET r-8 GO TO 950
940 LET r-1!
28
SINCLAIR PROGRAMS November 1983
-ROODS IN THEPR3S0GE."
20Tb LET n-2- LET s-9' LET
LET 9-3- RETURN
2920 PRINT '" YOU ORE OT 0 JUNCT
ION WHERE YOUCRN GO NORTH/WEST 0
R SOUTH."
2025 LET n-5’ LET W-7- LET i-1
RETURN
2030 PRINT '" YOU COME TO R JUNC
TION IN THE PASSAGE WHERE THE E
XITS RRE WESTAND NORTH.AN OPEN D
OOR IS IN THEEAST END OF THE PAS
SAGE. "
2035 LET n-4- LET w-1 ■ LET «?r>-l3
• RETURN
2040 PRINT '" THE PASSAGE COMES
TO A DEAD ENDAPART FROM A DOOR T
0 THE EAST.
2041 IF O<l>-0 THEN PRINT "THE D
OOR IS LOCKED TIGHT."
2042 IF G< 1 >-l THEN PRINT "THE D
OOR IS WIDE OPEN."* LET EN-14
2045 LET »-3' RETURN
2050 PRINT '" AT A TURNING IN TH
E passage. Steps go down.the p
RSSAGE GOES SOUTH AND EAST."
205b LET s-2 1 LET e-6- LET d-10
RETURN
2060 PRINT A HIGH WALL SEEMS
TO PREVENT YOU FROM GOING EAS
TWARDS.TO THEWEST THE WAY IS CLE
RR. "
2065 LET w'-S RETURN
207O IF o< 2 >“0 THEN PRINT THE
FLOOR IS COVERED IN GREASE AND
AS YOU TRY TO GO OVER IT.YOUSLIP
BACK.IT LOOKS AS IF YOU WILL
HAVE TO GO EAST."
2073 IF o<2>-1 THEN PRINT YOU
RRE IN A CLEAN,EAST/WEST PASS
AGE."* LET 1*1“ 12
2075 LET c-2- RETURN
2080 PRINT '" A SHEET OF ROCK BL
OCKS YOUR WAYTO THE WEST SO EXIT
TO THE EAST."
2085 LET e-1- RETURN
2090 PRINT YOU COME TO A JUNC
TION IN THE PASSAGE.DIRECTIONS
APE NORTH, EAST AND SOUTH."
2095 LET n*f LET s=!7* LET c-i5
- RETURN
2100 PRINT '" AT THE BOTTOM OF T
HE STEPS IS RCELLAR.THE ROOM IS
PRETTY MUCH EMPTY AND VERY DIRT
Y. "
2105 LET u-5- RETURN
2110 PRINT YOU RRE IN A ROOM
WITH A TABLE IN THE CENTRE C«F IT
.BEHIND YOU, THE ROCK FACE IS CL
OSED. "
2115 RETURN
2120 PRINT YOU ARE IN A WORKS
HOP.TOOLS HANG AROUND THE WAL
LS AND A WORK BENCH IS IN TH
E CENTRE."
2125 LET l"7• RETURN
2130 PRINT YOU ARE IN THE LIV
ING QUARTERS OF A CREATURE.A FIR
E PLACE IS INTHE CORNER OF THE R
OOM. M
2135 LET 1-3- RETURN
2140 PRINT '" THROUGH THE DOOR Y
OU FIND THAT YOU ARE IN A LIBRAR
Y.BOOKS ARE STACKED NEATLY ON S
HELVES THAT ARE VERY HIGH."
2145 LET 1-4 RETURN
2150 PRINT '" YOU COME TO A RIVE
R FLOWING NORTH TO SOUTH.ON T
HE BANK IS A BOAT-YOU CAN RETURN
TO THE WEST."
2155 LET u-9• RETURN
2160 PRINT '" YOU ROW THE BOAT A
CROSS THE RIVER WHERE YOU ENT
ER A CAVERN. YOU BOARD LAND AND
LEAVE THE BOAT ON THE BANK."
2165 RETURN
2170 PRINT '* YOU RRE AT THE TOP
OF SOME STEPS.A PASSAGE LEA
DS NORTH."
2175 LET d-38- LET RETURN
2180 PRINT YOU ARE AT THE BUT
TOM OF THE STEPS.A CO?IOUR GUE
3 NORTH AND A DOOR IS IN THE WE
ST WALL."
2105 LET u-17- LET n-is i_ET
0- RETURN
2190 PRINT YOU ARC IN THE CEN
TPE OF SOME PASSAGES.THEY GO NO
RTH,EAST AND SOUTH."
2195 LET c—23- LET n-2l LET s-J
8' RETURN
2200 PRINT '” YOU ARE IN A BROOM
CUPBOARD."
2205 LET 1-18 RETURN
2210 PRINT '“ YOU APE T N AN EGYP
TIAN ROOM.A MUMMY CASE STANDS I
N THE CORNER.ON IT IS INSCRIBED
POKE 23606,60' POKE 23607,O
•* PRINT "BEWARE";* POKE 23607,6
0- POKE 23666,0’ PRINT "~ . EX
ITS ARE SOUTH AND EAST."
2212 IF o< 3 >-l THEN PRINT THE
MUMMY CASE IS OPEN AND EMPT
Y !"
2213 GO SUB 9330
2214 IF o<3)-l THEN LET ©r»-27
2215 LET s-19- LET e-22 RETURN
2220 PRINT YOU COME TO A DEAD
-END IN THE PASSAGE.THE ONLY WA
Y BACK IS WEST."
2225 LET u-21- RETURN
2230 PRINT '" THIS PASSAGE IS CL
OSED OFF AT . ONE END.A SIGN IS U
NREADABLE 0N X THE WALL.EXIT TO TH
E WEST."
2235 LET <j^19* RETURN
2279 PRINT '" YOU ENTER THROUGH
THE MUMMY CASE AND IT SWINGS
SHUT—TIGHT ! YOU ARE NEAR THE F
ND OF YOUR ADVENTURE.HAVE YOU
GOT THE CRYSTAL OF POWER AN
D THE MICRO CHIP ? IF YOU HAVE
THEN USE THEMIN THE RIGHT ORDER.
2271 PRINT
NE OF THEM
EN YOU APE
2275 RETURN
2280 PRINT
THE WEST.ON
SAGE IS A
TO THE EAST
NG IN THE
2285 LET *-
2296 PRINT
" IF YOU DON'T HAVE 0
OR EITHER OF THEM TH
LOST."
A HIGH WALL IS TO
THE LEFT OF THE PAS
MIRROR IN ~HC MHIJ .
YOU CAN SEE A TURNI
PASSAGE."
30- RETURN
A MIRROR IS IN THE
WALL BEHIND YOU.THE ROOM YOU AR
E IN IS AN ARMARY.A DOOR IS OP
EN TO THE EAST."
2295 LET 1^28* LET <?Y»-3S RETURN
2300 PRINT YOU ARE AT A BEND
IN THE PASSAGE.YOU CAN GO
SOUTH OR WEST."
2305 LET .j-28- LET 5-31 . RETURN
2310 PRINT THE PASSAGE ENDS I
N A DOOR.YOU CAN GU BACK NORTH I
F YOU NEED. "i
2311 IF OC4>-0 THEN PRINT "THE D
OOR IS LOCKED."
2312 IF 0<4>-l THEN PRINT "THE D
OOR IS OPEN."
2313 IF CK4>-1 THEN LET ec»35
2315 LET n-30 RETURN
2350 PRINT '" IN THE ROOM IS A L
IFT.THE BUTTON IS ON THE WA
LL BY IT.RN OPEN DOOR IS THE EX
IT FROM THE LIFT ROOM."
2355 LET 1^30 RETURN
2360 PRINT '" IN THE ROOM IS A D
PESSINC TABLE"
2365 LET 1-29- RETURN
2370 PRINT '" THE LIFT OPENS ON
TO A HALL. YOU CAN CO BACK DOW
N OR EAST."
2375 LET d-43- LET e-38 RETURN
•383 PRINT '" YOU ARE STANDING A
T A JUNCTION.YOU MAY CO NORTH,HE
ST OR SOUTH."
23*5 LET -j-42 • LET r,-:39 * LET
0 PETUPN
2390 CLEAR * PRINT * «• YOU FALL I
NTO A PIT COVERED BY FLOOR TILES
AS THEY OPEN UNDER YOUR FEET.Y
OU TRY TO GRASP THE EDGE BUT Ml
SS AND FALL TO YOUR DEATH." 1 PA
USE 300 GO SUB 9468
2395 BEEP .003,10* BEEP .01,0* B
EEP .62,1NT <RNDY10> GO TO 2395
2400 PRINT '" YOU WALK INTO A RO
OM AND ON THEFLOOR YOU SEE A TRA
P DOOR.YOU WILL HAVE TO GO BAG
K NORTH, BUT ONLY ONCE."
24Q5 LET rt-38- LET s-41 ■ RETURN
2410 GO TO 2390
2420 GO SUB 9530- PRINT '" YOU A
RE BACK AT THE LIFT.YOU CAN ON
LY GO DOWN OR BACK EAST."
2425 LET e-38 LET d-43* RETURN
2430 GO SUB 9590> PRINT '" THE L
IFT OPENS ONTO THE GROUND FLOOR.
A DOOR IS OPEN IN THE WESTWALL 0
F THE ROOM.PUSH THE BUTTONTO GO
BACK UP."
2435 LET 1-30* RETURN
SINCLAIR PROGRAMS November 1983
29
DRAW -20.0- DRAW 0.-20' BEEP . 0
1,HK2• NEXT 9- NEXT h
9310 DRAW 20.0- DRAW 0.20- DRAW
-2Q.0 DRAW 0.-20- OVER 9
'l i 'li RETURN
0230 PLOT 122.0- DRAW 20.0- DRAW
5,4A- DRAW -is, iO- OP AM —IS. *-10
• DRAW V. -<u\
9340 IF o<3>"1 THEN 00 TO 9370
9350-POKE 23607.9- PRINT AT 17,1
5; "f'9h"
9360 POKE 23607.60- CO TO 9380
9370 PLOT 152,9- DRAW 20,0- DRAW
s.4Q DRAW -13,10 DRAW -IS,-10
- DRAW 5.-49
9380 RETURN
9:390 PLOT 89,9 DRAW 4,30- DRAW
0,20 DRAW -3.-28- DRAW -6,0- DR
AW 3,29- DRAW 10,0- DRAW -2.10'
[•PAW 11,0- DRAW -2,-10- DRAW 10,
940e DPAW 3,-28- DRAW -6,0- DRAW
- 2 , 20 - DRAW 0,-20- DRAW 4,-39-
DRAW - 22 . 0 - DPAW 10,0- DRAW 1,15
[■PAW 1,-15
9410 RETURN
9420 OVER 1- FOR h-0 TO 50 STEP
4 FOR 9-1 TO 2- SEEP .01,28- PL
OT t?0,h’ DRAW 40,0- DRAW 19,30
DRAW -15,0- DRAW -15,5' INK 5 1
DRAW 4,4- DRAW -4,4. DRRW -.4,-4-
[•RAW 4.-4- INK 0- DRRW -15,-5'
DRAW -2S.0- DRAW 10.-30
9430 NEXT 9 NEXT h' OVER 0
9440 OVER 1 PLOT 120.h' DRRW 40
,0- DRAW 10,30 DRAW -15,0- DRAW
-15,5 INK ]NT <RND*7>' DRAW 4,
4 DRAW -4,4- DRAW -4,-4- DRAW 4
,—4 * INK 0- DRAW -15.-5 DRAW -1
5,0 DRAW 10.-30
941j0 PAPER 0 BORDER 0’ CLS • PA
PER 7- BORDER 7 CLS • RETURN
*AfS' PLOT 0.1O0- DRAW 255,0- DRP
W -130,0- DRAW OVER 1;40,0* DRAW
r 9470 PLOT 125,0 DRRW 50,0- DRAW
0,10 DRAW -6,0- DPAW 0,-4' DRR
W -39,2' DRAW -10,-2- DRAW -5,2'
[■RAW -7,-7, PI- DRAW 3,-1' DRAW
— 3,0
3210 CO TO 320 9480 PLOT 145,3 DRAW 0,-1- DRAW
? :20 CLEAP PRINT ' " AS YOU REA -15,0- DRAW 9,2- DRAW 15,0- DRR
• H IN AND CONNECT THEM 1CR0-CHIP, w 0.-1- DRAW 2,0-
POWER FROM THE CRYSALIMFnOTATLY 9490 RETURN
KILL-- YOU. BAD LUCK 1 “ GO TO 239 9580 PLOT 20,0 DRAW 0,150- DRAW
s 0.-5O- DRAW 235,0- OVER 1• FOR
3350 CLEAR PRINT ' " THE CRY3TA h-100 TO O STEP -3- FOR 9-1 TO 2
L SLIP 1- INTO PLACE AND THE MAC PLOT 9,h- DRAW 20,0- DRAW 0,20
HINE BEGINS TO SHAKE.YOU FALL UN DRAW -20,0- DRAW 0,-20- BEEP .
C0NC10US AND WAKE UP TO FIND YOU 0l,h^2- NEXT 9- NEXT h
RSELF BACK HOKE IN YOUR OWN TI 9510 DPA14 20.O' DRAW 0,20- DRAW
ME. WELL [•ONE INDEED!" -20,0‘ ['RAW 0,-20 OVER 0
9360 PEEP .1,10 BEEP .1,20- BEE 9520 RETURN
P .1,30- BEEP .2,2-0 BEEP .1.20' 9530 BLOT DRAW Q.1S0< DRAW
FOP C-l TO 10 BEEP . 01,1 NT < fs 0,-50 DRAW 235, G 1 DRAW -235,0
10 >+ 1 Q- NEXT t* CO sue 9420 GO 9540 PLOT 0 , 100 - OVER 1 - DRAW 20
TO 3350 , 0 DRAW 9,20' DRAW -20,0- DRRW
3330 IF a*<5 TO micro-chiP" 0 0.-20 OVER O
P 9.*' 5 TO >""m" THEN LET y~l 9550 RETURN
3390 IF *S<5 TO >-“ladder" THEN 9560 PLOT 0,50 DRAW 127,2- DRAW
LET r «6 . 127,-2
340G CO TO 3290 9570 PLOT 49.51- DRAW -10, 15- DR
9090 DATA "key", 1 !."oars",12,"uo AW 80.0- DRAW -1,-14 PLOT 0,100
od" . 13, "code book", 14, "boat", 15, DPPW 50, -30
"crystal", 16. "kmfe",29, "can oC *589 DPAW 4Q, 10 - [-RAW 100 .- 10 - D
oil ", 10,"micro-chiP".40,"hair Pi PAW ttt.lQ- DRAW 55,0
n" -36, "moP ", 20 , "torch" , 1 9596 PLOT 50,30- DRAW -5, IQ- PLO
9100 DATA ".190 throuflh mirror", T 56.30- DRAW 19,10- PLOT 59,30'
". 1 enter mirror" 1 throy9h mirr ['RAW 19,s- PLOT 50,39- DRAW 10 .
or",“.5kill","46north“,“48*oyth n 9- PLOT 50,30 DRAW 9,10' PLOT 5
."50eact","52uest",“34uP","56d©ui 9,30• DRAW -19.5• PLOT 50,30- DR
«","59cnter","60leave","63oPen s AW - 10.0
esame", "98oPen"-, ”69make ladder", *609 RETURN
"74cj ! button", "79Piek lock", "64 9619 PLOT 125,20- DRAW 28,0- DRR
Push button","91 take","16droP",“ W INK 2 ;10,9- DRAW INK 2;3,-2' D
26use","361ook","37tist","624uit RAW INK 2;-3,-2' DPAW -30,0- DRfl
","46n","49s","50e","52u a ."56d" U 0-5 DRAW 0,14- DPAW 0 ,-fc' DR
9209 DATA "23code hook","16boat" RW -19,9 DRAW 9,-2- DRAW 19,9
,"281 adder",”061 adder"," 0 ?moP"," 9620 PLOT 49.39 DRAW 109.0' DRA
15boat","27cr*stal","10kev","2ic W -59,0 L-RAU 8 / 100 - DRAW 9,-80'
ode book". "27micro-chiP" DRAW 59 ,0 DRAW -100,9' DRAW 0 ,
9390 PLOT 20,0 DRAW 0,150- DRAW -29 DRAW 100,0- DRAW 9,120- DRA
0-59 DRAW 235,0- OVER 1’ FOR W 0,-120 ['RAW -190,0- DRAW 0,12
h-9 TO 190 STEP 3- FOR 9-1 TO 2' A
PLOT 0.h• DRAW 20.0- DRAW 9,20« 9630 PETUPN
3060 PRINT '" THE LADDER REACHES
THE TOP OF THE WALL AND YOU CL
IMB UP IT.ON TOP OF THE WALL YOU
PICK IT UP AND USE IT TO GET D
OWN THE OTHERSIDE."
3065 LET r-29• GO TO 229
3970 PRINT THE GREASE WASHES
OFF THE FLOOPMAKING IT CLEAN."
3975 LET o< 2 >-l- GO TO 29
3150 FOR f-1 TO 4- IF b*<f, TO 4
)-"oars" THEN GO TO 3153
3151 NEXT C
3152 CLEAR • GO SUB 9569- PRINT
THE BOAT DRIFTS DOWN STREAM A
S YOU DON'T HAVE ANY OARS.AS YOU
DRIFT YOU HIT YOUR HEAD AND FA
LLOVERBOARD.UNABLE TO REACH THE
BANK,YOU DROWN."■ GO TO 2395
3153 PRINT YOU ROW THE BOAT T
0 THE OTHER BANK."
3154 IF r-15 THEN GO TO 3!57
3155 LET r-15- GO TO 20
8157 LET r-16- GO TO 20
2160 GO TO 3150
3100 PRINT THE DOOR UNLOCKS A
ND FALLS OPEN"- LET en<?0 ■ GO TO
*210 PRINT
MUMMY CASE
THE WRITING ON THE
SAYS "BEWARE""• GO
3230 PRINT THE SIGN SftYS-~USE
THE WORDS ""OPEN SESAME"" IN
THE RIGHT PLACE AND YOUR WAY WIL
L BE CLEARED."" GO TO 220
3270 IF J*(5 TO ^"micro-chip" 0
R a*<5 TO >-"m" AND yy-» THEN GO
Tu 3220
3275 CO TO 3389
3280 PRINT '» v.jU CLIMB OVER THE
WALL."" LET r-5- GO TO 29
3299 IF a*<5 TO '•-"crystal" OR a
*<5 TO >-"c" AND y-1 THEN GO TO
3350
3300 IF a*<5 TO '•-"crystal" OR a
TK5 TO >^"c" THEN LET yy = l
SINCLAIR PROGRAMS November 1983
39 PRINT "'Two rival 9an0s arm
ed with waterpistols meet up one
niSht in thedesert to fisht."
40 PRINT "'The 9ar.9 on my left
are INK 3;"MAGENTA"
50 PRINT "'The 9an9 on my ri9h
t are "; INK 1;"BLUE"
60 PRINT "'Please wait whilst
the user defineable SraPhics
are loaded"In 9ood SINCLAIR t
radition some music <?> will be
Played while you wait."
70 GO SUB 9O00
90 DIM aS<704>
90 PRINT OVER 1; INK 4; PRPER
0;AT 0,0;a*
190 80RDER 4
110 PRINT RT 21.2;"Press ENTEP
key TO CONTINUE "
120 PAUSE 4e4
149 PRINT RT 1.0; OVER 1; INK 7
;**< TO 672>
150 PRINT RT 2.0;"P MESSAGE TO
THE INK lj“BLUE"; INK O;" CRN
G"
160 PRINT ' "Your controls arc-
170 PRINT ‘"KEY I FUNCTION"
180 PRINT " l I Moves you up."
190 PRINT " 2 !Moves you down."
200 PRINT " 0 !Draw <you can't
move now)."
210 PRINT " W !Put Sun back in
holster (you lean move asaxn n
ow>. "
220 PRINT " R !SQUIRT CfireJ."
230 PRINT RT 21,2;“Press ENTER
key TO CONTINUE "
240 BORDER 0
250 PAUSE 4e4
260 PAPER 2- INK 7 : PRINT PT 0,
0; INK 6; PAPER 2; OVER l;a*;RT
1,0; OVER 0; a*< TO 672)
350 PRINT RT 2,0;"fl MESSAGE TO
THE INK 3;"MAGENTA"; INK 7;"
GANG"
369 PRINT '"Your controls are ;
«. H
370 PRINT '"KEY! FUNCTION"
360 PRINT " 0 !Moves you uP."
390 PRINT INK 2; PAPER 0;"SYMeO
L SHIFT", INK 7; PAPER 2;"!Moves
you down.“
400 PRINT " P !Draw <you can't
move now)."
410 PRINT " 0 !Put Sun back in
holster {you Scan move a9am n
ow>. “
420 PRINT " L !SQUIRT EfireJ."
430 PRINT RT 21.2;"Press ENTER
key TO CONTINUE "
440 PAUSE 4e4
450 PRINT RT l,0;a*< TO 672)
460 BORDER 6
500 PRINT RT 1,0;" AND SOME INS
TRUCTIONS TO BOTH’-"
510 PRINT "'You mas press more
than one key at a time.”
520 PRINT "You may shoot out an
y object."
530 PRINT “You can move off the
screen" i.e. if you move off
the toP you reappear at the bo
ttom ). "
540 PRINT “Only one Pair of 9un
men fisht atonce BUT sometimes a
WAGGON wxAlcome down the screen
to try and shoot you In the le9
s but you will survive if you
are behind aCACTUS."
550 PRINT FLASH 1' BRIGHT l'"ST
ART THE TAPE"
568 LOAD ""
600 SAVE "WAIT THEN STOP TAPE"
LINE 1
9999 STOP
9900 FOR j”144 TO 164‘ BEEP .4,-
140-K j*1.2)- FOR k-0 TO 7’ eEEP
.002,40+(k*2 ) ! READ n- POKE USR
CHR* j+k , n : NEXT k NEXT j
9920 RETURN
9830 DATR 24,126,24,24,126,126,1
26,126,126,126,60,60,60,60,126,2
55.24.126.24.24.63.63.60.60.56.5
6,24,24,24,24,20,30,0,0,0,0,222,
208.0,0,24,126,24,24,252,252,60,
60,28.28,24,24,24,24,56,120,0,O,
0,0,123,11,0,0,0.0,0,0,64,97,127
,127,0,0,2,2,15,255,242,243,0,0,
64,64.240,255.79,207,0,0,0,0,2,)
30,254,254,31.46,96,64,192,128,1
23,128,248,12,6,2,2,1,1,1,192,64
, 64,64,64,127,127,15,3.2,2,2,2,2
54,254,240,244,244,244,254,254.4
,4,4,47,47,47,127.127,32,32,32,1
45,66.60,37.164,60,66,137,0,2,7,
71.231.231.231.231.231.119.127.6
2,60,60,60,69
30
SINCLAIR PROGRAMS September 1983
I H BALCHIN of Wallingford,
Berkshire is a keen computer pro¬
grammer. He reads at least eight
micro magazines each month to know
all the latest news about computers and
his friends are shown his perfected pro¬
grams so that he can benefit from their
advice and opinions.
While working on Shoot Out for the
16K Spectrum he was trying to write a
game which two players could play
simultaneously, as he felt there were
insufficient of them on the market.
In Shoot Out two rival gangs meet in
the desen for a fight with water pistols.
The blue gang moves up with 1, down
with Z, draws with Q, replaces guns
with W, and squirts with A. The ma¬
genta team moves up with 0, down with
symbol shift, draws with P, replaces
guns with O, and squirts with L.
Both gangs must avoid the cowboys
who drive past in a wagon, occasionally
shooting any gangster who is not safely
behind a cactus.
1 BORDER G
IS T
19 LET a=2l
LET <1=31
20 LET ls=0
PAPER O
LET b=0
INK 9- C
U
LET c-1-
T
LET rs=0 U
100 PRINT AT 10,1;"SHOOT OUT "
101 PRINT ' INK 1;"BLUE", INK 3
>"MAGENTA", INK 6;"l .UP.
...0","Q .DRAW.P", "H.. RE
PLACE GUN. .0", "A .FIRE."
; INK 7;"ENTER", INK 6;"Z .DO
WN.INK 2;"SYMBOL SHIFT"
102 FOR s=0 TO 3 T
105 BEEP .1,0- BEEP .1,1 BEEP
.07,0- PEEP .2,-1
106 FOR f—40 TO 40 STEP 10- FO
R 9=0 TO .9 STEP .1 BEEP .8l,f+
9 NEXT 9 NEXT f
107 NEXT £ RO
108 BEEP 2,30' BEEP 1,35' BEEP
.5,40 BEEP .25,45- BEEP .1,50
90O CLS - PPINT AT 21,2; PAPER
1; INK 7;" SCORE ";ts;TA8 14, PA
PER 3; INK 7.:" SCORE ";ra
RANDOMIZE
910 INK 4 BRIGHT 1- FOR f-3 TO
18 STEP 3- PRINT AT f,5;"T";AT
f—1,26;"T";AT f+1,5; "U"; AT f,26;
"U"' NEXT f
911 INK 8
920 FOR f=0 TO 3- PRINT AT f*6,
14; INK 7;"pm";AT f*6+l,14; INK
2;"OP";AT f*6+2,14; INK 2;" RQ»
NEXT f
930 BRIGHT O
1005 LET z-145 LET x-145
1010 FOR *3-20 TO 20+1 NT <RND*30O
1011 LET 3-3-CIN 63486-254 AND x
<M47>+< IN 65278-253 AND x<>147)
+< a <2 >-< *>20 >
1020 LET r=c-<IN 61438-254 AND z
0150 >+< IN 32766=253 AND Z<>150>
+< c< 2 >-< c >23 >
1822 IF IN 645100255 THEN LET x
-147
1023 IF IN 573420255 THEN LET z
= 150
1024 IF IN 64510-253 THEN LET x=
145* PRINT AT 3-1,1;" "
1025 IF IN 57342-253 THEN LET z=
145 PRINT AT c-1,30;" "
1026 BEEP .005,-10- BEEP .005,69
1030 IF *>=21 THEN LET *«£ PRIN
T AT 19,0;" **;AT 20,0;" "
1031 IF a<21 T HEN PRINT AT 3+1,0
. •» M
1032 IF c^2l THEN PPINT AT c+1,3
1 ;" "
1035 PPINT AT 0.0;" ";AT 0,31;"
M
1040 IF c>-2l THEN LET c-2 PR1N
T AT 19,31;“ ";AT 20.31;" "
1050 IF c>l THEN PRINT RT c-2,31
. •» ••
1951 IF C<~1 THEN LET c-20 PRIN
T AT 1,31;" ";AT 2,31;" "
1060 IF 3>1 THEN PRINT AT 3-2.0;
I# ••
1061 IF *<=1 THEN LET 3 -20 PRIN
T AT 1,9;" ";AT 2.0;" "
1870 PPINT AT 3 ,h; INK 1;CHR* y. :
AT 3-1-0; INK 1;CHR* <x-l>;AT c,
d; INK 3.CHR* z;AT c-l.d; INK 3;
CHR* <z-l>
1080 IF x— 147 THEN PPINT AT 3-1,
1; INK 1; "g"
1081 IF z-150 THEN PRINT AT c -t,
30; INK 3;"h"
1090 IF IN 650220255 AND *=14?
THEN GO SUB 3080
11Q0 IF IN 491500255 AND z=150
THEN GO SUB 3100
2O00 NCXT <3
2010 LET q=INT <RND*2>
2011 IF «-l THEN LET u=c
2012 IF o-Q THEN LET
2013 LET r=9Tll+9
2015 FOR f-1 TO w—1
2020 PRINT AT f-l,r;" ";AT f,r;
INK 7;"Pin";AT f+l,r; INK 2; "OP"
; AT 2+f.r; INK 2;“RQ"• BEEP O.01
,f*3
203O NEXT f
2040 IF ^=1 THEN GO TO 2500
2050 PPINT AT 3,r-l; INK 3 ; "hf"
2060 IF ATTP < a,5 >>-64 THEN CO T
U 2260
2100 INK 6• PLOT 54,171-< j*3>• D
PAW -50.0- BEEP .01,39- DRAW OVE
R 1,50,0- GO TO 3300
2220 INK 6 PLOT 54,171-C 3 * 8 >• D
RAW -11,9 BEEP .01,68- PRINT AT
3.5 ^ DPAW OVER 1;11,0: PRIN
T AT j,5"
2225 GO SUB 6c3
2231 FOR f-w-1 TO 13
2235 PPINT AT f-l,r;“ “;AT f,r;
INK 7; 11 Mr," ; AT f+l.r-1; INK 2;"
_UP " ; AT 2+f,r; INK 2; "RD" ■ BEEP
.01,f'*=3 -
2236 NEXT f
2239 PRINT AT f-l,r;" ";AT f,r;
" ".AT f+1,r;" "
SINCLAIR PROGRAMS September 1983
31
2248 GO TO 1010
2500 PPINT AT c,r+l; INK 1;"eg"
2510 IF ATTP < c, 26 >>*64 THEN GO
TO 2606
T c-1.30;" "
3205 LET ls~ls*l
3215 PRINT AT 8,2; INK 5;"<—THI
S GUN—MflN WINS" FOP F=-€0 TO 60
BEEP .01/F* NEXT F
3216 IF Is®10 THEN GO TO 360O
3220 CLS • LET 3=INT <RND*19>+2*
LET c~INT <RNDtl9>+2- GO TO 966
2300 PPINT AT j,0; INK lj"kl";RT
3-1.0;" "
3305 LET rs’-rs+l
3310 IF rs~10 THEN GO TO 3300
3315 PRINT AT 0,2; INK 5;"THIS G
UN-NAN WINS—>-' FOR F=-60 TO 60
- BEEP .01,F’ NEXT F
3320 CLS LET 3 -INT <PND*19>+2•
LET c-INT < RNO*19 )+2 * GO TO 908
3508 CLS ■ FOP F*8 TO 9* PRINT A
T F,8; INK 1;"kl"• BEEP .5,6- NE
XT F
3510 FOR F-l TO Is* PRINT AT F,3
8; INK 3;" 1 J"■ BEEP .5,0- NEXT F
4059 RETURN
4140 PLOT 16,179-< 3 * 8 >• DRAW 99,
8 BEEP .02,-10’ DRAW OVER 1;-99
,0 PPINT AT 3 -I,14;"S"• BEEP .8
65,0 PRINT AT 3-1,14;" "
4149 RETURN
4150 PLOT 16,179-<3*9>> DRAW 110
,0 BEEP .02,-10 DRAW OVER 1;-1
18,0 PRINT AT 3-1,15; 1S1' ’ BEEP
.085,0 PRINT AT a-1,15;" "
4159 RETURN
4260 PLOT 16,179-<3*8> DRAW 197
■0- BEEP .02,-18’ DRAW OVER 1;-1
97,0- PRINT AT 3-1,26; 131* BEEP
.085,0 PRINT AT 3-1,26;" "
4269 RETURN
5850 PLOT 238,179-<c*B>- DRAW -1
93,0- BEEP .02,-5' DRAW OVER 1;1
93,0 PRINT AT c-1,5;'^’ • BEEP .
805,5 PRINT AT c-1,5;" "
5059 RETURN
5140 PLOT 238,179-<ctSV DRAW -1
21,0 BEEP .82,-5’ DRAW OVER 1;1
21,0' PRINT AT c-1,14;"S"* BEEP
.005,5- PRINT AT c-1,14;" "
5149 RETURN
5158 PLOT 23B,179-< c*9>* DRAW -1
12,0- BEEP .02,-3 DRAW OVER 1,1
12,0- PRINT AT c-1, 15; "S" • BEEP
.005,5 PRINT AT c-1,15;" "
5159 RETURN
5260 PLOT 238,179-<c*8>’ DRAW -2
3,0 BEEP .02,-5 DRAW OVER 1;23
,6- PPINT AT c-1,26;"S"• BEEP .0
*J5,5 PRINT AT c-1,26;" "
5269 RETURN
5999 STOP
6U00 FOR v—40 TO 60 STEP 20 FO
P 3=40 TO -60 STEP -20 - BEEP .01
PEEP .01,v NEXT s- NEXT v
PETURN
-'900 PPINT "AGAIN'?" IF INKEY*<>
•••' THEN PUN
7001 GO TO 7o3
2520 INK 6- PLOT 135,17l-<c*8>
DRAW 56,8' BEEP .81,60- DRAW OVE
R 1;-56,0• GO TO 320O
260O INK 6’ PLOT 135,17!-<c*8>
DRAW 26,0 BEEP .81,68 PRINT AT
c,26;"S^• DRAW OVER l;-26,0
2618 PRINT AT c,26;" "- GO TO 22
25
3080 IF ATTP < 3 -1,5>>-64 THEN GO
TO 4059
3010 IF ATTR <3 —1.14»=€4 THEN G
0 TO 4148
3020 IF ATTR < 3 -1,15 >>*64 THEN G
0 TO 4150
3O30 IF ATTR <3-1,26>>=64 THEN G
0 TO 4260
3085 INK 7’ PLOT 16,l79-< 3 * 8 >• D
RAW 238-0 BEEP .81,60* DRAW OVE
P 1;-238,0* PLOT OVER 1;254,179-
< 3*8 >
3098 IF 3 —c OR 3-1-c THEN GO SUB
3208
3099 RETURN
8138 IF ATTP <C-1,26>>“64 THEN G
0 TO 5260
316,0 IF ATTP <c-l,15»-64 THEN G
0 TO 5158
3178 IF ATTR < c-1,14 >>=64 THEN C
0 TO 5140
3180 IF ATTP <c-! ,5»«64 THEN GO
TO 5059
3190 PLOT 238,179-< ctQj< DRAW -2
35,8- BEEP .885,40- BEEP .005,50
’ DRAW OVER 1;235,0- PLOT OVER 1
;3,179-<r*S>
3195 IF c-3 OR c-1 -3 THEN GO SUB
3308
3199 RETURN
8208 PRINT AT c,30; INK 3;"iJ";A
3520 INK 3 FOR F~2l TO 20*10-13
- PPINT AT 18,F;" 3 ";AT ll,F;"b u -
BEEP 1,F*2x3' NEXT F
3530 INK 5- PRINT AT 15,2;"THE F
RSTEST SHOT->"
3599 GO TO 7e3
3600 CLS • FOR F-O TO 0 PRINT A
T F,30; INK 3; ";j" - BEEP .5,0* N
EXT F
3610 FOR F=1 TO rs* PRINT AT F,0
; INK 1; "kl" • BEEP .5,0- NEXT F
3620 INK 1 FOR F-l TO 10-rs* PR
iHT AT 10. F; ^_3^’; AT li,F;"b M * BEE
P 1,F*5 NEXT F
3630 INK 5 PPINT AT 15,2;"<-
THF FASTEST SHOT"
3700 GO TO ~c3
4050 PLOT 16,179—<3T0> DRAW 30.
0 BEEP .02 -10 DRAW OVER I;-30
8 PPINT AT 3i-l,5; "S" BEEP . G0
5,0 PRINT AT 3-1 .5:” "
32
SINCLAIR PROGRAMS September 1983
ACT
ABOUT OUR PROGRAMMABLE
INTERFACE
Surpassing the outstanding specification of
our .Interface Module II which still offers
the best software support at its price, a
Joystick Interface that is compatible with
ALL SOFTWARE through its unique hard¬
ware programmable design.
The Interface plugs on to the rear connector
of your ZX81 or ZX Spectrum.
Quick clip-on connections, which are con¬
figured from a reference card supplied, allow
you to define which of the forty keys are
simulated by which action of the Joystick.
A pack of ten Quick Reference Programming
Cards makes setting for your favourite games
even easier. These can be filled in to show at
a glance the configuration required and
stored in the cassette case of the particular
game. When you change to a game using
different keys the module is re-programmed
in a few seconds.
As with our Interface Module II the Pro¬
grammable Interface accepts all standard
switch Joysticks that are Atari-compatible.
Two sockets are available which are con¬
nected together for two player games which
use the same keys for both players.
The Interface resides in the keyboard
address space and does not affect its opera¬
tion or interfere with any other add-ons. A
rear extension edge connector will accom¬
modate expansion of your system.
The unique AGF key simulation principle
makes it extremely easy to incorporate
Joystick action in your own programs. All
eight directions and fire are read by simple
BASIC.
With every order comes a free demonstration
program called 'Video Graffiti’ plus a full
set of instructions.
KEY FEATURES
* Programmable design gives TOTAL soft¬
ware support.
* Accepts Atari, Competition Pro, Wico,
Starfighter, Quick Shot, Le Stick etc.
* Rear extension connector for all other
add-ons.
* Free demo program and instructions.
PACKAGE CONTENTS SUPPLIED
• Programmable Interface Module as illus¬
trated, complete with clip-on program¬
ming leads.
• Self adhesive programming chart detailing
how to define which key is simulated by
UP. DOWN, LEFT, RIGHT, and FIRE.
This can be fixed on to the case of your
computer or if preferred the protective
backing can be left on. The chart is made
of a very durable reverse printed plastic
and is extremely easy to read.
• One pack of ten Quick Reference Pro¬
gramming Cards for at-a-glance setting
to your games requirements. The card
allows you to mark the configuration in
an easy to read fashion with space to
record the software title and company
name.
• Video Graffiti demonstration program
which is written totally in BASIC to illus¬
trate how all eight directions and fire
can be read. This is also a useful high
resolution drawing program.
• 12 months guarantee and full written
instructions.
ATARI
CONTROLLERS
FOR USE WITH OUR INTERFACE
Module or VIC 20, Commodore 64,
Atari VCS, Atari 400, Atari 800
If you require extra Joysticks for our
original interface module mark order
‘OLD’ Joysticks
ONLY £7.54 inc VAT + P&P
FROM: MR/MRS/MISS
ADDRESS
SEND C.W.O. (NO STAMP NEEDED) TO: A.G.F. HARDWARE, DEPT. SPR
FREEPOST, BOGNOR REGIS. WEST SUSSEX, P022 9BR
QTY
ITEM
ITEM PRICE
TOTAL
PROGRAMMABLE INTERFACE
33.95
JOYSTICK(S)
7.54
PACK(S) QUICK REFERENCE CARDS
1.00
ONE
VIDEO GRAFFITI
FREE
ZX81 □ ZX SPECTRUM □ Please tick
DEA LER ENQUIRIES WELCOME EXPOR T PRICES ON APPLICA T
FINAL TOTAL
ON
SINCLAIR PROGRAMS January 1984
55
mm
2 REH © UDEL SRBBAGH
3 DIM A$C30.S,20}
4 LET FCF = 1
1© BORDER 1: PRPER i: INK 6: C
LS
15 POKE 23658,8
2© PRINT RT 10,B; PLASH 1;"FIL
E "
25 PRINT RT 11,3 ;“BY UREL SRBB
RGH"
40 INPUT "SECRET CODE TO ENTER
TO F XLES";B$
5© IF B$<> , 'PHP" THEN BEEP .3,-
10: GO TO 4-©
6© C LS
7© BEEP .1,1©
SO PRINT RT 0,10;"MENU"
9© PRINT
1©© PRINT “I TO OPEN P. NEW FILE
• •
105 PRINT
11© PRINT "2 TO LOOK RT R CERTP
IN FILE-
115 PRINT
12© PRINT "3 TO HAVE R LOOK RT
ERCH FILE CON LV FILE CODE RND N
AMEiAT THE SAME TINE”
125 PRINT
13© PRINT "4 SRUE FILES ON TAPE
• •
135 PRINT
I4-© PRINT -5 L PR I NT A FILE ON T
HE PRINTER"
14-5 PRINT
15© PRINT ”5 SEARCH THROGH ALL
FIlcw ’
155 PRINT
160 PRINT “? CHANGE INFORMATION
FROM FILE"
175 PRINT : PRINT "3 STOP"
IS© INPUT "CHOICE PLEASE (2x83"
C
190 IF C=1 THEN GO TO 300
200 IF C=2 THEN GO TO 5©0
21© IF C =3 THEN GO TO 1000
220 IF C=4- THEN GO TO 1100
230 IF C =5 THEN GO TO 150©
24-0 IF C=6 THEN GO TO 200©
25© IF C-=7 THEN GO TO 250©
260 IF C=S THEN GO TO 3000
270 GO TO 130
300 DRTfi "FILE CODE .. "NAME ** , "
ADDRESS ” , "TOWN ” , "COUNTRY ** , "PC
STCODE ", • TELEPHONE ","OTHER INF
O "
31© CLS : RESTORE 300
315 IF FCF > 3© THEN BEEP -1,4-: P
RINT ''."MO PLACE FOR DATA": GO
TO 4-lGe
317 LET AS iFCF, II =STR$ FCF
320 PRINT AT 0, 8; "NEU FILE ENTP.
V”
330 PRINT * READ 6$: PRINT B$;F
CF
34.0 FOR X = 2 TO 3: READ B$
35© INPUT (EJ);A$ (FCF ^ X3
360 IF LEN A$(FCF,X)>20 THEN GO
TO 35©
373 PRINT B $:PI(FCF,Xi
388> BEEP .2,XiS
390 PRINT
400 NEXT X
4.05 LET FCF=FCF + 1
4.10 PRINT FLASH 1; "PRESS ANY KE
Y TO GO TO MENU”
42© IF INKEY $ ="" THEN GO TO 420
43© GO TO 50
500 CLS
510 PRINT AT ©,7;"FILE DISPLAY"
: PRINT
S3© PRINT "HIT 1 IF YOU KNOW TH
E FILE CODE”
535 PRINT : PRINT "HIT 2 IF YOU
KNOW NAME (NOT flDUISBLE)"
536 PRINT : PRINT "HIT 3 IF YOU
KNGU TEL (NOT ADUI5BLE)"
537 PRINT : PRINT "HIT 4 TO MEN
U"
54© IF INKEY4 = ”" THEN GO TO 54©
550 IF INKEYS= "i" THEN INPUT "F
ILE CODE ”;F: LET U=l: GO TO 700
560 IF INKEY $ = "2" THEN INPUT "N
RME PLEASE ";F$: LET U=2: GO TO
575
570 IF INKEYS="3" THEN INPUT "T
EL PLEASE ";F$: LET U=7: GO TO S
75
571 IF XNKEY$="4" THEN GO TO SO
572 GO TO 54©
575 FOR X=LEN F$+l TO 20: LET F
$ = F $ + " **: NEXT X
530 FOR X=1 TO FCF: IF A$CX,U)=
F $ THEN LET F=X: GO TO 700
590 NEXT X
59S CLS
60© PRINT "NAME J TEL NOT IN FI
LE"
61© GO TO 52©
70© RESTORE 300: CLS
710 READ B$: PRINT B$; F
720 FOR X=2 TO S
730 PRINT
740 READ B$: PRINT INK 6.8$;: B
EEP .02.X *2: PRIfsCT INK 7;fl$(F,XJ
: BEEP .02iX *3
750 NEXT X
76© PRINT
770 GO TO 41©
100© CLS
1QE5 PRINT FLASH 1; "NAME" , "FILEC-
ODE"
1010 FOR X=1 TO FCF
102© PRINT fi$(X,2) ; " " ; A$ (X,1 i t
TO 3)
1030 NEXT X
1040 GO TO 420
1055 BEEP -03..X
210© CLS
111© PRINT AT 0,5;"SAVE FILE ON
TAPE
112© PRINT : PRINT
213© PRINT "INSERT BLANK TAPE"
124G PRINT "THEN PRESS ANY KEY"
1150 IF INKEY$ = — THEN GO TO US
1260 SAVE "FILE" LINE 10
117© BEEP - 3. -1©
2133 PRINT
1190 PRINT "REWIND TAPE TO VERXP
Y -
120© PRINT "THEN PRESS ANY KEY"
221© IF INKEY* = ”'• THEN GO TO 221
Q
122© VERIFY "FILE"
1230 GO TO 41©
150G CLS : PRINT AT G,4,"PRINTER
DISPLAY"
2520 PRINT : PRINT FLASH 1,"IF Y
OU ARE NOT SURE OF FILE CODE THE
N USE OPTION 3 CON MENU) TO FIND
OUT"
1540 PRINT : PRINT "PRESS P TO P
RINT FILE ON PRINTER"
1550 PRINT "PRESS M TO GO TO MEN
u-
22
SINCLAIR PROGRAMS May 1983
m
A VERY USEFUL routine for the
16K Spectrum has been sent by
Wael Sabbagh of Colchester.
Spectrum File provides a method of
storing the names and addresses of up to
30 individuals. Only 20 characters can
be handled on each line of input but
that should be no disadvantage, except
perhaps on the Other Information line.
Since some of the information in the
file may be confidential, the Files can be
accessed only when the secret code has
been entered. STOP and LIST com¬
mands would allow the Sinclair user to
crack that deadlock quickly. The code
as listed is PMP but can be altered in
line 50. The routine is served by a very
useful menu.
As with all filing routines, the user is
well-advised to avoid RUN commands.
If the program is broken into, then GO
TO 60 will return you safely to the
menu.
On a 48K machine, the routine will
handle details on 150 individuals pro¬
vided the number 30 in lines 3, 315,
1590 and 2520 is altered to 160. If the
program is to be saved, option 4 of the
menu should be used.
u
0
ppf
■ •• /
. //
B m
f:>i. /_r_ ir\jf \ f-\
7 H -
1560 IF INKEY$ < > "P" RND INKEY$0
"M" THEN GO TO 1569
157© IF INKEY$ = -M" THEN GO TO 4-1
0
156© INPUT "ENTER FILE COC-E F
1590 IF F <1 OR F>3© THEN GO TO 1
560
1600 RESTORE 300: LPRINT "SRBSfiG
H SOFTWARE FILE PROG"
1610 LPRINT
1690 FOR X = 1 TO S
1630 READ K$: LPRINT K$;R$CF,XJ
164.0 LPRINT
1650 NEXT X
1660 LPRINT '•_ __
2000 CLS
2010 FOR X=1 TO FCF-1
2020 RESTORE 300
2030 FOR K = 1 TO S
2040 READ B$
2050 PRINT B4,
2060 PRINT : NEXT K
2109 PRINT FLASH ±J"PRESS RNY KE
V TO CON CM TO MENU)"
2110 IF INKEY$ ="” THEN GO TO 211
0
2120 IF INKEY $ = ”M" THEN GO TO 60
2130 CLS : NEXT X
2140 GO TO 410
2500 RESTORE 300: CLS
2510 INPUT "UHRT FILE WOULD YOU
LIKE TO CHRNGE INFO FROM "J F
252© IF F<1 OR F > 30 THEN GO TO 2
510
2530 PRINT FLASH 1. "UHRT WOULD Y*
OU LIKE TO CHRNGE "
254-0 PRINT "INPUT 9 TO GO TO HEN
U"
2550 FOR C = 1 TO S
£555 RERD B$
2560 PRINT FLASH i.C. FLASH 0,6$
; R$ CF,C)
2570 NEXT C
2560 INPUT "CHRNGE C9 TO MENLO";
D
2590 IF D=9 THEN GO TO 60
260© INPUT "THE NEW VERSION";R$f
F .D)
2610 C-LS : RESTORE 300: GO TO 25
30
3009 CLS : PRINT RT 10,4; FLASH
1:"FILE CLOSED”
SINCLAIR PROGRAMS May 1983
23
K nock the cans off the wail
before granny arrives with her
Demon Wacker Slipper. When
you have cleared the wall of cans you
have a chance to knock ofT the police¬
man’s helmet before more cans appear.
Watch for that slipper.
Jannis the Menace was written by
George and Matthew Law of Sutton
Coldfield, West Midlands for the 16K
Spectrum.
5 PRINT AT 10,7; INK 3; PRPER
6 ; FLASH 1; BRIGHT l;"StoP the
tape!I"
10 GO TO 9000 : REN Graphics ari
d Instructions
15 REM Set uP variables
20 LET sc—0■ LET time=500
25 LET cans-8
30 LEt cat-15
39 LET st—0 1 LET stone-0
40 REN set uP display
41 LET c*-" e H = LET dS-" f "
42 LET 9I-W- LET h>- "pqr"
45 FOR b-3 TO 9 STEP 2
50 PRINT RT b,8; INK 2; "ababab
abababababababababababababbababa
73 LET cop-29
73 PRINT RT 3,0) INK 4;a*
80 PRINT RT 20,cat; INK 0;c*;T
RB cat; INK 0)d*
90 LET cat-cat+<INKEY*-"7" AND
cat< 29 >-<INKEY$-"6" AND cat >0 >
99 IF st<>0 THEN GO TO 101
100 IF INKEY*-"0" RND d»<>" 9 "
THEN LET st-18' LET d*»" 9 "= L
ET stone-cat
110 IF d*-" _9_" RND st<>0 AND <
st>10 OR st<4> THEN PRINT OVER 1
j RT st,stone*!;"h"
111 IF d*«" 9 " THEN LET st-st-
115 IF dS=>" _9_ " AND < st>9 OR st
<4) THEN PRINT RT st+1,stone*1 ;"
120 IF d*-" 9 " RND st=0 THEN P
RINT RT 0,0;'’
"• LET dS-" f "
130 PRINT RT 1,0)"Score-";sc
140 LET time-time-1
130 PRINT RT 1,20)"Time-";time;
II II
136 IF time-0 THEN BEEP .1,10=
FOR n-27 TO cat STEP -1< PRINT fl
T 20,n;9*;" ";RT 21,n;h*;" -• BE
EP .1,50* BEEP .2,-30- BEEP .3,0
' NEXT n< PRINT RT 21,0)"Ow!I!!!
M!!I I I I!"• GO TO 1000
138 IF cans-0 THEN GO TO 190
160 IF st-4 RND a»< stone+34 >-"d
" THEN LET sc-sc+10' LET cans-ca
ns-1 1 LET a$< Stone+34 )=" "< BEEP
.003,40= BEEP .003,39
170 GO TO 80
190 IF coP>0 THEN PRINT RT 4,IN
T COP)z*)RT 3,INT coP) y*
200 LET coP-coP-.3
210 IF INT coP-0 THEN LET sc-sc
-40' LET cans-8• GO TO 70
220 IF st-4 RND < stone- INT coP
OR stone-INT coP+l > THEN LET sc-
sc+100 ■ LET time-time+138 1 BEEP
.1,30' BEEP .7,40= BEEP .3,50' L
ET cans-8' CLS « PAUSE 5- GO TO
45
300 GO TO 170
1000 REM To see if you want anot
her 9o
1010 INPUT "Do you want another
9o<y/n>?";R*
1013 IF R*-"n" OR RS-"N" THEN ST
OP
1020 IF RS-"y“ OR R*>"Y" THEN CL
S = INPUT "Do you want instructi
ons?")sf
1030 IF s**"y" OP s*="Y" THEN GO
TO 9900
1040 IF sS=”n" OR sS^"N" THEN GO
TO 15
1050 CLS GO TO 1620
9080 FOR n-144 TO 161
9010 FOP f-0 TO 7
9020 READ b POKE USR CHPS n+f,b
> NEXT f- NEXT n
9030 DRTR -1,-1,128,128,128,128,
128,-1,-1,-1,1,1,1.1,1,-1
9040 DRTR -1,-1,-1,195,195,195,1
95,195,195,195,195,195,195,-1,-1
,-l
9050 DRTR 0,195,195,246,246,189,
189,153,153,153,133,129,193,102,
60,0,129,195,102,60,0,0,0,0
9060 DRTR 0,0,24,60,60,24,0,0
9070 DRTR 1,1,3,7, 15,15,15,27, 19
,31,35,35,99,67,-1,-1,128,128,19
2,224,240,240,240,248,248,232,23
2,252,234,254,-1,-1
9080 DRTR 0,0,0,0,0,0,13,63,0,0,
0,15,20,124,-1,-1,0,0,0,0,0,12.6
2,254,127,-1,-1,63,13,0,0,0,-1,-
1,-1,-1,232,0,0,8,-1,-1,-1,31,31
, 0 , 0,0
9900 REM Instructions
9901 PAUSE 130* CLS ■ PRINT FLRS
SINCLAIR PROGRAMS September 1983
19
H MAT 0, 7) "Jannis the Menace"
9910 PRINT " <no relation to
Dennis ) The object of. this 9
ame is to knock the cans off t
he the wall before your Granny C
owes with her elePhant hide De
mon Wacker SliPPer Ml
The controls are : -
6— Left
7— Ri9ht
0—Fire"
9920 PRINT AT 21,0;"Press any ke
y to continue" ! PAUSE O' BEEP 1,
10' BEEP .5,-30' CLS
9921 PRINT "You can only fire a
stone when the cataPult looks l
ike this e
f_. When you have cleare
d a sheet of cans you will hav
e a chance to 9et some more tim
e before Qranny comes.You do
this by knockin9 the Policem
ans hat off before he reaches th
e other side of the wall if he r
eaches the other side you will
lose forty Pointsl!
If there are no can
s left and the Police man's hat
does not appear then there is
•an invisible can somewh
ere on the wall you have to fin
d it,you maysee the can disaPPea
rin9. Good luck
M
9922 PRINT AT 21.0;"Press any ke
y to continue"* PAUSE 0 BEEP 1,
10 BEEP .5,-30 CLS
9999 GO TO 15
does not
an
jXJ/aTJ
M ove yourself, the plus
sign, up and down the screen
with the usual cursor keys un¬
til you are in line with the approaching
ape. When you are both in the same
position press “F” to catch the ape.
After catching 10 apes your time will be
displayed.
The personal best time of Martin
Booth of Halifax, Yorkshire who wrote
the program for the 16K ZX-81, is 87.
2 LET B=0
3 LET 2=0
4 LET D=15
5 LET E-1N7 <RND*10>
6 LET F=INT <RND*5>*-12
7 FOR A=0 TO 21
3 LET C-14
10 PRINT AT A,0;"<isP 9 j 28*is
P 9? ISP >"
15 NEXT A
16 PRINT AT 1,5;"SCORE=";Z
19 PRINT AT 1,20;"TIME*";B
d.0 PRINT AT 10,2; "<9f '26*9s-9f
>"
21 PRINT AT 9,19;"<9a-8*sP'9a>
If
22 PRINT RT 8,11; 9a ,»HUNTER< 9
a >"
23 PRINT AT 7,12;"<9a -4*sP■9a>
24 PRINT AT 6,13; "< 9a 1 2-tsP • 9a >
•f
25 PRINT AT 5,14;"<2*9 *>"
26 PRINT AT 4,14;"<98•95 >"
30 PRINT AT D,C;"+";AT D,C;"<i
sP>"
33 LET B=B+1
35 PRINT AT F,27;"<3*xftp)"
40 LET D»l>+<1NKEY*="6">-<INKEY
*="7">
44 IF D*21 THEN LET D=20
45 IF D=1 1 THEN LET D=12
50 PRINT AT F,E; M <ISP>9y'93-is
P >"
55 LET E=E+1
60 IF F«D AND E“C AND INKEY*-"
F" THEN GOSUB 200
65 IF E=27 THEN LET E-3
108 GOTO 30
20O LET 2~Z+l
205 IF 2=10 THEN PRINT AT 12,8;
"your time was ";B
206 IF 2=10 THEN LET D-D-l
207 PRINT AT D,C;"++";AT D+l.C;
"<2*1£P >"
288 IF D=5 THEN GOTO 220
210 IF 2=L8 THEN GOTO 205
215 GOTO 4
220 PRINT RT D,C,"<2*i+ V;AT D,
C i"** u
230 GOTO 220
300 SAVE "j"
310 RUN
20
SINCLAIR PROGRAMS September 1983
A
o 0 * C1I
7 / # 0 o#
& 0 „ /#' 0 /»' n 'to
> 0 /#/
3 * 0 /* * ^
/, * 0 Hi, *'
’"v/P /a n
TR££
\
T REE EATERS for the 16K Spec¬
trum was written by A Beard-
more of Stoke-on-Trent, Staffs.
Stop the Martians eating our forests for
the vital resources they lack on their
1 BORDER 0= PAPER 0 : INK 6= C
LB
2 PRINT "YUlK 9f:« HU'il KILL TH
E MARTIAN TRbL EATERS "; INK
2; "9P"; INK b;" AT ALL COSTS" : P
R1NT "OUT DON *T KNOCK DOWN THE T
REES" : PRINT * PRINT "0=UP. K=DO
UN. S=RICHT. A«LbrT. "* PRINT *
PRINT "BUT CAREFUL YOU HAVE NO b
RAKE "
3 PRINT AT 21,0;"PRESS ANY KE
Y TO START GAME"
10 CO SUB 0000• PAUSE 0
16 FOR 3“0 TO 21 ? INK 2
17 PRINT AT 3.,0;"
" * NEXT 3.
20 PRINT AT 1,1; INK 6; ‘V 30*93.
) ";AT 21,I;"CUOfcSb>"
21 INK 6
25 FOR 3=2 TO 20 = PRINT AT 3.,0
; "< 9c ; AT a,3l; "<9cO" : NEXT 3.
29 LET 3=0
SO PRINT AT INT 'RND*iy>+2,INT
CRND*38>+1; INK 4;"<9e>" • LET 3.
=3 + 1 = IF 3X80 THEN GO TO 30
40 PRINT AT 9j 14; "< 93. >"; AT 9,1
6; *•< 93. >"; AT 12, 14; "<3*9b>"
5U FOR 3 = 10 TO 11* PRINT AT 3.,
13; "<9c>";AT 3., 17; "< 9ci >" : NEXT 3 .
• PRINT AT 8,14; INK 2;"
55 PRINT AT 0,1;"SCORE : =0
TREES KILLED : =0 "
60 LET x=0
65 LET sc=0 *- LET tr=U
70 LET 3.$="<99>"
80 LET OP =0= LET 3 = 11= LET s=l
5
85 LET 1 = 1 NT <. RND* 19 >+2 = LET u
= 1NT < RND*30>+l
86 PRINT AT q,w; INK INI RND*
2 >+l; "<9P >"
100 PRINT AT 3., s; 3.$
120 IF INKEY$="3." THEN LET x=l
ISO IF INKEY*="s" THEN LET x=2
140 IF INKEY$="o" THEN LET x=3
150 IF INKEY$="k" THEN LET x=4
155 PRINT AT 3.,s; INK 2;" "
178 IF x=i THEN LET 3.$="<. 9h >" •
SINCLAIR PROGRAMS January 1984
29
LET a** ,, <9i> M :
LET aS*"<9f
LET a$^"<99) ,,:
c
U
< 3.
LET tr=fcr+l
LET s=s-l
171 IT x-2 THEN
LET s-s+1
172 IF x=3 THEN
LET a=a-l
173 IF x=4 THEN
LET a=a+l
175 IF ATTR < a. s !<=6 THEN GO
B 410 s LET oP-l
176 IF a=q AND s=w THEN BEEP .
05.40 s LET sc=sc+10 s LET oP = l s C
0 GOB 500 s GO TO 85
177 IF oP-0 THEN IF SCREENS
.s )< >" " THEN GO SUB 400
178 LET oP-O
180 IF sc>500 THEN GO TO 3700
200 PRINT AT a.s;a$
210 IF tr >15 THEN GO TO 3000
250 LET oP-0
300 GO TO 100
405 BEEP .03.-20
GO SUB 5U0
406 RETURN
410 IF x—1 THEN
411 IF x-2 THEN
412 IF x=3 THEN
413 IF x-4 THEN
420 PRINT AT a.s;a* s RETURN
500 PRINT AT 0.8;sc;AT 0.28;tr
510 RETURN
800U FOR a-0 TO 7 s READ s s POKE
USR "a"+a.s s NEXT a s DATA 0.0.0.
0,24+36.128+64+3.255.255
8010 FOR a-0 TO 7 s READ s s POKE
USR "b"+a.s : NEXT a* DATA 255.25
5.128+64+3.24+36.0.0.0.0
8020 FOR 3=0 TO 7 s READ s s POKE
USR M c"+a.s : NEXT a s DATA 7.7.11
.11.11.11.7.7
8030 FUR 3.-0 TO 7
USR "d"+a.s : NEXT
+32.128+64+32.128+64+16.128+64+1
6.128+64+16.128+64+16.128+64+32.
128+64+32
8O40 FOR a-0 TO 7 s READ s s POKE
USR "e"+a.s 5 NEXT a s DATA 24.24+
36+2.24+36+66.255-123.24+36.24.2
4.24
LET
LET
LET
LET
s-s +1
s=s-i
3=3 + 1
3=3-1
READ s : POKE
3. s DATA 128+64
8056 FOR a-0 TO 7 s READ s s POKE
USR "f'"+a.s : NEXT a s DATA 24+36.
24.24+36.36.24+36.24+36.24+36+66
.24+36
8060 FOR a-0 TO 7 s READ s s POKE
USR "9"+a.s s NEXT a s DATA 24+36.
24+36+66.24+36.24+36.36.24+36.24
.24+36
8070 FOR a-0 TO 7 s READ s s POKE
USR "h"+a. s '■ NEXT a s DATA 0.2.25
5-64.255-16.255-16.255-64.2.0
8080 FOR a-0 TO 7 s READ s s POKE
USR "i"+a.s s NEXT a s DATA 0.64.2
55-2.255-8.255-8.255-2.64.0
8O90 FUR a-0 TO 7 s READ s s POKE
USR "P"+a.s : NEXT a s DATA 24.24+
36+66.24+36+66.255-36.255.255-12
9.36.36
8500 RETURN
9000 CL3 s PRINT "SCORE ";sc; s P
PINT • PRINT "YOU KNOCKED DOWN T
00 MANY TREES" s PRINT s PRINT "S
U YOU WERE THROWN OUT"= PRINT s
PRINT s PRINT INK 7;"RATING"
9005 PRINT
9006 FLASH 1
9007 BEEP -01.40 s BEEP -1.20 s B
EEP -02.40 s BEEP -1.15 s BEEP .03
.40* BEEP -1.10 s BEEP -1.20 s BEE
P -1.40
3010 IF sc>500 THEN PRINT "FANT
ASTIC" : GO TO 9100
3011 IF sc>460 THEN PRINT "VERY
GOOD" s GO TO 910Q
9012 IF sc>300 THEN PRINT "GOOD
" s GO TO 9100
3013 IF sc>250 THEN PRINT "NOT
BAD" : GO TO 3130
3014 IF sc>200 THEN PRINT "BAD"
s GO TO 3100
9015 IF sc>150 THEN PRINT "VERY
BAD" s GO TO 3100
9016 IF sc>100 THEN PRINT "OLD
GRANNY" : GO TO 9100
9017 IF sc>—0 THEN PRINT "FORGE
T IT" s GO TO 3100
9100 GO TO 9500
9500 FLASH 0 s PRINT AT 21.0;"ANO
THER GUCY/N >"
9600 IF INKEY®-"" THEN GO TO 95
00
9610 IF INKEY$="y" THEN RESTORE
s GO TO 1
9620 IF lNKEY$="n" THEN GO TO 9
999
9630 GO TO 9500
9700 CLS s BEEP -05.40 s BEEP .05
.30 s BEEP -05.50 s BEEP -1.30 s BE
EP -1.40 s BEEP -1.20 s PRINT "YOU
HAVE KILLED ALL THE MAR
TIAN TREE EATERS..WELL DONE.." s
BEEP -01.30 s BEEP -01.30 s BEEP .
01.36 s GO TO 95U0
30
SINCLAIR PROGRAMS January 1984
U SE THE CURSOR keys to
climb the ladders, slide down
the mine shafts and avoid the
monsters, the escaped pit trucks, the
rotting planks, and the mysterious mov¬
ing wall. Collect the gold and the picks
and then proceed to the bottom right-
hand corner to move to the next level.
To enter, type-in the first program,
RUN it, then type CLEAR. Type
‘SAVE’ “Builder” LINE 1’, VER¬
IFY it and then type NEW. Enter the
second program, save it with SAVE
“Builder” line 9999 and VERIFY it.
Builder can then be LOADed as one
program. -
Written for the 16K Spectrum by Ian
McNair of Kingston-upon-Thames,
Surrey.
l BORDER 1' PRPER 1’ INK 7* C
LEAK PRINT AT 10,9; FLASH 1;"P
LEASE WAIT"
10 DATA "AMS7/187-0-238-238-
0,119-119
15 DATA "8"-56-60-25-126-1*2-6
Q-36-36
20 DATA "C”-20-164-170,116-88-
92-124-56
25 DATA "E"-0-112-20-48-120,12
4-60-24
30 DATA "F",0-255-171-213-255-
0 - 0-0
35 DATA "G"-0-0-0-255,255-255-
126-60
4U DATA "H"-66-126-66-66-66-12
6 - 66-66
45 DATA "I"-76-88,120-120-88,7
6-64-64
50 DATA "L"-l26-62-14-6,6-14,6
2-126
55 DATA "U",30-6-2-0-0-2-6-30
100 FOR F-l TO 1U= RESTORE 5+5*
F READ FS- FOR N=0 TO 7 READ A
■ POKE USR FS+N-A : NEXT N> NEXT
F
110 BORDER 0 PAPER 0= INK 7- C
LEAR
120 LOAD ""
9998 REM FOR MAIN PROGRAM TYPE .
CLEAR • SAVE "BUILDER" LINE 99
99
9399 CLEAR • SAVE "BUILDER" LINE
1
24
SINCLAIR PROGRAMS January 1984
1 PAPER O' BORDER 0* INK O' C
LS • DIM zC6)‘ DIM 7.Sc6,10>‘ FOR
f-1 TO 6- LET z<?-f>=100+10G*f’
LET z*<f^"SPECTRUM"’ NEXT f
10 DIM oC 2 ) 1 DIM PC2>* LET oCl
>■13' LET PCI )=5 ! LET cK2>-8- LE
T PC 2)=27' CLS • LET she-1* LET
^-=0 • FOR m-3 TO 1 STEP -1 CLS *
OVER 0- PRINT AT 5,5;" MEN ' "; m
;" ";AT 6,5;" SCORE" ";
AT 7/5; " SHEETS’''/she;'* H ;AT 1
0/4;" PRESS ANY KEY TO PLAY "
20 IF INKEY*<>"" THEN 00 TO 2
0
30 IF INKEY*= M " THEN 00 10 30
100 BORDER 0’ INK ?- OVER 0- CL
S - PRINT *+\;TAB 9;"B* Ian McN
air''- BORDER 1' RESTORE 9990’ RE
AD a- FOR f=l TO a’ READ b,c,9’
PRINT AT b/c;>< FOR h=l TO 9’ PR
INT INK 2NEXT h’ NEXT f
101 INK 6- RESTORE 9992- READ a
. FOR f-1 TO a' READ b,c,9- FOR
h-1 TO 9’ PRINT AT b,c;'^i"’ LET
b-b+1’ NEXT h' NEXT f
102 INK 5 RESTORE 9994' READ a
. FOR f-1 TO a- READ b/C’ PRINT
AT b/c; "ej< NEXT f
103 INK 2- RESTORE 9996- READ a
■ FOR f-1 TO a 1 READ b,c« PRINT
AT b/c; « NEXT f
104 INK 4- RESTORE 9996’ READ a
- FOR f-1 TO a- READ b/C* PRINT
AT b, c;" 1" NEXT f
109 FOR o-l TO 2' PRINT AT o<o>
, PC o >; OVER 1; INK 8;"c"• NEXT o
». FOR f»3 TO 16’ PRINT AT f,1;”!
NEXT f- FOR f-8 TO 17’ PRINT
AT f,26;“I"' NEXT f
110 INK 2’ PLOT 0/0- DRAW 255,6
• DRAW 0/175’ DRAW -255/0 DRAW
0,-175’ LET bon-0 • LET sta-4’ LE
T axe-0• LET x*l • LET dr=0- LET
*-29' INK 5’ PRINT AT x,v;"_b_";AT
21/14; INK 4;"MEN 1 ";m;" SCORE'"
/ S
199 FOR f-19 TO 21' PRINT AT f/
30; INK 6; "±£ - NEXT f
200 FOR v—40 TO 0 STEP -2’ PR1N
T AT 0/2; OVER 0 ;"TIMEINT v;"
"• FOR f-14 TO 26’ PRINT AT 19/
f; OVER 1; BRIGHT 1; INK 6;"9";A
T lS/-l2+f;"9:
201 OVER 1= GO SUB 300’ PRINT A
T 6/23;"BONUS’";bon;AT 7/23;"PIC
KS’";axe : IF INKEY*-"0“ THEN IF
ATTR < x, * >=5 THEN LET bon-bon-*-
10’ PRINT OVER 1;AT x,*; INK 6;
202 IF INKEY*="6" THEN IF ATTR
< x,* >=4 THEN LET axe-axe+1• PR
INT OVER 1; INK 6;AT
205 IF x—19 AND *=f OR x-16 AND
* —12+f THEN GO TO 9690
252 GO SUB 9500 PRINT AT 16/-1
2+f; OVER 1; INK 6;"9_";AT i9,f;*'
9“
260 NEXT f LET v-v-2 PRINT AT
0,2; OVER 0;"TIME•";INT v;" - -
FOR f-28 TO 14 STEP -1’ PRINT AT
19,f; OVER l; INK 7; BRIGHT 1;"
iLl'; AT 16,-l2+f;"_91'
265 IF x=l9 AND *=f OR x-16 AND
* — 12+f THEN GO TO 9690
289 OVER 1- GO SUB 300 PRINT A
T 6,23;"BONUS “;bon;AT 7,23;"PIC
KS’";axe IF INKEY*»"0" AND ATTR
Cx,*)«5 THEN LET bon-bon+10 1 P
RINT OVER 1;AT x,*; INK 7;"e_"
290 IF INKEYS--0" AND ATTR <x,*
)—4 THEN LET axe-axe+1 PRINT
OVER 1; AT x,*; INK 7; "_i_ a
299 PRINT AT 19,f; OVER 1; INK
6;'19";AT 16,-12+f ;KU SUB 95
00 NEXT f- NEXT V’ GO TO 9690
300 PRINT AT X,*; BRIGHT 8; PAP¬
ER 8; INK 8; 'lb;' = LET x=x+< 1 AND
ATTR C x+i,*)=7)= IF INKEY*="" TH
EN GO TO 310
301 LET x«x+CINKEY*="6" RND ATT
R Cx+1,*)«6>-CINKEY*="7- AND ATT
R < x-1,*)=6>• LET *=*+CINKEYS-"6
" AND ATTR C x, v + 1 >< >2 >-< INKEYS= "
5" AND ATTR Cx,*-lX>2>
310 IF ATTR <x,*><4 THEN GO TO
9690
311 IF < x=15 AND * = 13) OR Cx=l5
AND *=18> THEN LET x=x+l
312 PRINT OVER 1;AT x,*; INK 8
; PAPER 8; BRIGHT 8; "b” * OVER 6’
IF INKEY*="8" THEN Tif x=l9 THE
N IF *=29 THEN GO TO 9360
313 IF x=19 AND *=23 AND axe>0
THEN IF INKEYS='-0" THEN LET ax
e=axe-l’ GO SUB 9750
320 GO SUB 5O0’ RETURN
500 FOR o=l TO 2’ LET di=RND■ P
RINT AT oCo),PCo>; OVER 1; INK 8
> BRIGHT 0;"c_"’ LET oCo>-oCo)+Cd
i >.7 AND ATTR C o< o )+l, PC o > >=6 >-C
di<.45 AND ATTR CoCo)-l,PCo>>»6>
501 LET PC o >=P< o )+< di>.65 RND *
>PCo) AND ATTR (o(o)/P(o)+lX>2)
-Cdi<-.5 AND PCo)>* AND ATTR Cc*
o),PCo)-l )<>2)’ IF ATTR (o(o)+l,
PC o ) )=7 THEN LET oCo>=o<o>+l
550 PRINT AT o<o>/PCo>; OVER 1,
INK 8; "cj ’ IF oCo)=x AND *=PCo)
THEN GO TO 9690
570 NEXT o RETURN
9500 IF PND>.5 THEN RETURN
9505 OVER 0- LET rd=INT CRND*2>+
1= IF rd=2 THEN PRINT AT 9,25;
INK 3; BRIGHT l;^f-;AT 11,25;^f“
; AT 8, 7; "_f"; AT 10,25; INK 7; BRI
GHT’0;" " ; AT 15,13;" "; AT 14, 13;
INK 3; BRIGHT 1 >*:£"; AT l6,28;':f
"; AT 6,7, "X."; AT 6/5; BRIGHT 0; I
NK 7;" H ;RT 7,15;" ";RT 8,10;" "
/AT 20,7;" ";AT 20,ll; INK 2;"a"
9510 IF ra-1 THEN PRINT AT 9,25
; INK 7;“ ";AT 11,25;" ";AT 8,7;
" BRIGHT 1; INK 3;AT 10,25;"f.
";AT 15,13;"f"; BRIGHT 0; INK 7;
AT 14,13;" ,r 7^T 16,28;" "; AT 6,7
;" -i INK 3; BRIGHT 1;AT 6,5;'jf"
;AT 7,15;'If ";AT 8,10;“f"; INK 7;
8RIGHT 0;AT 20,11;" ";AT 20,7;
INK 2;"a"
9530 OVER 1• RETURN
9600 CLS ’ FOR f-1 TO 6- PRINT A
T 0+f*2,2;f; ". . " ; zC f ); ". B*.. ";
<f)‘ NEXT f’ FOR f-1 TO 6’ IF s<
r<f> THEN NEXT F
9601 IF F>6 THEN LET F-6
9602 IF S>2C F) THEN CO TO 9b40
9603 NEXT F
9604 FOR f=0 TO 400’ NEXT f GO
TO 9790
9649 LET FF-F
9641 IF S-ZcFF) THEN GO TO 9604
9650 PRINT AT FF*2,4; OVER 1; FL
ASH 1;" 1NPU
T -NAME-"; z$C FF)? IF LEN r*C
FF )>10 THEN GO TO 9650
9651 BEEP .5,0’ LET z<FF>=s’ GO
TO 9604
9696 PRINT AT x,*; FLASH 1; PAPE
R 2; INK 6;"b"= FOR f=0 TO lOO
BEEP . 05,50-f ’» NEXT f’ BEEP .65,
-50 ’ NEXT r>
9780 OVER 0 PRINT AT 15,9; FLAG
H 1; "GAME OVER"*' FOR f™6 TO 40
9700 OVER 0’ PRINT AT 15,9; FLAG
H 1;"GAME OVER"- FOR f=0 TO 40
0’ NEXT f’ PRINT AT 17/6;" PRESS
’- ";AT 19,6;" P...PLAY. ";AT 2
0,6;" A...ABONDON. ";AT 21,6;" S
...SCORE TABLE"' PAUSE O’ PAUSE
0* IF INKEY*«"s" OR INKEY*-"S" T
HEN GO TO 9600
9761 PAUSE 0’ LET a*-INKEY3i’ IF
aS="P" OR 3*="?" THEN GO TO 10
9702 IF a*="a" OR a*-"A" THEN R
AND0MI2E USR 0
9703 IF a*="s" OR a*="S" THEN G
0 TO 9600
9710 GO TO 9761
9750 IF sta-4 THEN PRINT AT 19,
29;"1"
9753 IF sta=3 THEN PRINT AT 19,
29; "jy;
9754 IF sta=2 THEN PRINT AT 19,
29;"-"
9755 IF sta=l THEN PRINT AT 19,
29;" "
9756 LET sfa-sta-l
9800 OVER 0
T AT f,6;"
f> OVER 1> FOR f—7 TO 0 STEP -.
4. BORDER f’ BEEP .I5,f PRINT A
T 10,7;" WELL DONE ";AT 13,7;
" BONUS-";bon> NEXT f' LET s=s+
bon*2’ OVER 0 PRINT AT 7,8; FLA
RETURN
FOR f=6 TO 15 PRIN
"= NEXT
SH 1," SCORE
FOR f—50 TO
58' BEEP .05,f 1 NEXT f» LET she-
she +1
9810 DATA 1,0,0,1,0,1 RESTORE 9
815' FOR f-1 TO 3’ BEEP .2,1' PR
INT OVER 1;AT x,*; INK 8;'^"' R
EAD n,m LET *-*+n> LET x-x+M' P
RINT OVER l; INK 8;AT x,*;"^ •
BEEP .3,f’ NEXT f
9820 GO TO 20
9990 DATA 20,7,16,5,11,4,8,10,5,
5,13,0,13,12,27,5,11,14,12,13,13
,7,15,19,3,16,22,9,19,0,13,18,13
,14,17,0,19,15,0,17,20,14/50/4,2
2,10,9,20,12,4,0,18,2,26,6,6,1,1
3,8,1,13
9991 REM
9992 DATA 19,19,23,2,16,16,4,18.
3,3,18,13,3,14,19,4,16,8,3,15,6,
2,13,29,3,11,27,5,12,22,4,9,8,4,
10,12,3,5,14,6,3,6,3,7,2,6,3,21,
6,3.18,4,8,30,4,1,25,3
9993 REM
9994 DATA 12,3,28,20,2,20,6,20,9
,20,12/7,3/9,6,10,10,8,28,10,21,
16,23,14,7
9995 REM
9996 DATA 4,3/23,16,18,19,29.19,
31
9997 REM
‘9998 DATA 4,3,2,7,6,12,19,13,28
9993 BORDER 0 PAPER 0 INK 5’ C
LS FOR f=0 TO 40 BEEP .009,f
BEEP .0O9,f+5• NEXT f- RUN
SINCLAIR PROGRAMS January 1984
25
QRWIN SOFTWARE- 2X81 & SPECTRUM
IV Villi UUI I VWfTIlLi. super SOFTWARE AT LOW PRICES
"Michael Orwin has built a reputation
for value-for-money software and his Cas¬
sette 4 offers quantity as well as quality."
Sinclair User, October '82
NEW! FOR 16K SPECTRUM
(will also run on 48K Spectrum)
CASSETTE A Ten programs for £6
"If each game was on a separate tape
and selling for £5 each I would still rec¬
ommend them. But all on one for £5 ... !
This sort of value for money just has not
been seen before on any personal com¬
puter."
"Without sounding pushy I would like to
conclude this review by saying if you
have a ZX-81 and like games, then you
should buy Michael Orwin's cassette 4."
2 extracts from ZX Computing, OctVNov
'82
"Eight games, including an excellent
version of the Scramble arcade game . . .
Easy to operate, graphically impressive
and good value for money."
The Times, Saturday 11 th December 1982
(about Cassette 4)
GHOST GOBBLER
Eat the ghosts before
the ghosts eat you.
Eat a star and you
can chase the ghosts
for a while.
ALIENKILL Control lasers, rockets and a
force-f ield to stop the aliens from landing.
MOUSETRAP Trap the mouse in the corner
but not anywhere else.
REVERSI A game of skill with simple rules
but sophisticated tactics. Play against the
computer.
LASER DEFENCE Control the laser sight to
shoot down the alien ships. Machine code
sound routines.
TANK BATTLE For 2 players simultaneous¬
ly or play against the computer. Each play¬
er has 2 rotate controls and move and fire
controls. The tanks fire steerable missiles.
PHOEBUS A puzzle.
BLACKSPOT Gobble the stars and avoid
running into black spots created by cross¬
ing your own path.
CUBE Manipulate a cube any size from
2x2x2 to 7x7x7.
MINEFIELD Collect the crowns while
avoiding the mines and the electrified
fence.
plus an extra . . .
GRAPHIC DEMO Did you know your Spec¬
trum could do all thisl?
CASSETTE 1. eleven pro¬
grams (including 7 in machine
code)
for IK ZX81 £3.80
CASSETTE 2, ten games in
Basic
for 16K ZX81 £5
CASSETTE 3. eight programs
(including 1 in machine code)
for 16K ZX81 £5
CASSETTE 4
ZX-SCRAMBLE (machine code) with 3 stages.
Bomb and shoot your way through the fortified caves.
8 games for 16k ZX81 £6
GUNFIGHT
(machine code)
INVADERS
(machine code)
r*t ®UNORLOXC*S RRE GROWING OND
n CM THEY PERCH THE SKY THEY
POOUCE DEADLY SPOPES. YOU
OfiTPOC R ELYEB AND VOUP MISSIOr
■ TQ DESTROY THE FUNCmLOIDS &'
POPPING RNTI-FUNGUS BO»B c ON
HEM.
FUNGALO
GALAXY INVADERS (machine code)
Fleets of swooping and diving alien craft to fight off.
SNAKEBITE (machine code)
Eat the snake before it eats you. Variable speed, (very fast at top speed).
LIFE (machine code)
A ZX81 version of the well known game.
3D TIC-TAC-TOE (Basic)
Played on a 4x 4 x4 board, this is a game for the brain. It is very hard to
beat the computer at it.
7 of the 8 games are in machine code, because this is much faster than Basic. (Some of these games were previously available form
J. Steadman).
BYTE-MAN (machine code)
(previously available from Mindseye)
SPACE RESCUE (machine code)
(previously available from Mindseye)
CASSETTES 8 games for 16k ZX81
BREAKOUT (machine code)
£6
BLITZ (machine code)
PLANETOIDS (machine code)
Rotate, move, fire and hyperspace controls.
Wide range of choice of speed and difficulty.
DODGEMS (machine code)
Dodge the computer's car while eating the
dots.
DRAUGHTS (machine code)
Three skill levels.
MERCHANT (Basic)
Make your fortune on trading voyages in the
Mediterranean and beyond.
7 of the 8 games are in machine code because it is much faster than Basic.
"New polish on old
favourites . . . the
quality of the soft¬
ware and the
smooth action dis¬
plays created on
the screen make
the programs
worthwhile for any¬
one who has a ZX-
81 and plays
games using it.
Most of the
games include well-
presented instruc¬
tions which make
them easier to play.
It is pleasant to see
that Orwin's kind
of quality is avail¬
able again."
From review of
Cassette 5 in Sin¬
clair User, Septem¬
ber 1983.
%
Member nl the
Computer Trade
Association
Please make your cheques payable to ORWIN SOFTWARE.
ORWIN SOFTWARE. Dept OSP. 26 Brownlow Road, Harlesden, London NWIO 9QL.
ZX81 and SPECTRUM SOFTWARE WANTED (Royalties or buy outright)
Irans
cash
505 4362
For ore
A|orprt
nl Ihp
42
SINCLAIR PROGRAMS November 1983
B ECOME a fully-fledged BMX
Rider in Ian Drake’s program
for the 48K Spectrum. The game
requires skill, as you must judge the
correct speed to jump to clear the ramps
as they appear before you.
100 CLS
lie PRINT AT 0,10;"<9a BMX’9d>
120 PRINT AT 2.0;
f the game is to
defin9 ramPs.You
BMX with keys '8'
and increse your
nd to «o left
your speed by 1 .
the ramP at the
to clear it.Each
ar it the ramP
len9ht.If you
ramPs you become a
od luck!!I”
130 PRINT AT 13/2
v to start"
240 PAUSE 0
1801 CLS
10Qb LET s-10
1010 LET j»1
1015 LET sc=0
1025 PRINT AT 0,0; FLASH 1;"SPEE
The object o
jump 7 death
control your
to 9o ri9ht
sPeed by 2 a
and decrease
You must hit
right sPeed
time you cle
Increases xn
clear all 7
8MX rider.Go
1030 PRINT AT 0,12; FLASH l,"SCO
RE -";sc
1035 PRINT AT 0,22; FLASH 1;"JUM
1045 PLOT 0,35 1 DRAW 255,0
1050 PLOT 0,34’ DRAW 255,0
1060 LET b*-"< 9b 93 f 9c >c"
1065 PRINT AT 9,15;b*
1070 PAUSE 50 * BEEP .08,10- BEEP
.01,-2 < BEEP .5,3- BEEP .08,10
2005 LET a-0
2016 LET b-9
2015 LET a*=" <9a> "- IF INKEY**
"5" THEN LET a*=" <9d> -
2020 LET a-a+<INKEY*-"8" AND a<2
3:-<INKEY*» H 5" AND a>0>
2025 PRINT AT b,a;a*
2035 IF INKEYS*"6“ THEN LET s-s
+2- IF s>33 THEN LET s-39
2040 IF INKEY**"5" THEN LET s«s
-1= IF s<10 THEN LET s-10
2045 PRINT AT 8,0; FLASH 1;"SPEE
0 - "; s
2050 IF j-l THEN GU TO 6000
2055 IF j*2 THEN GO TO 6008
2060 IF j-3 THEN GO TO 6008
2865 IF j-4 THEN GO TO 6000
2070 IF j=5 THEN GO TO 6088
2075 IF j=6 THEN GO TO 6000
2068 IF j- 7 THEN GO TO 6880
2108 GO TO 2015
3005 PRINT AT b,a;" "
3818 LET b-8’ LET a-a+1
3815 PRINT AT b,a;a*
3828 FOR a*14 TO i+16
3025 PRINT AT b,a;a»- PAUSE 3
3030 NEXT a
3035 PRINT AT b,a;”
3048 LET b=9
3045 PRINT AT b,a;a*
3850 LET j=j+l- LET sc=sc+10- LE
T s=18
3055 PRINT AT 0,22; FLASH l;"JUM
P - ", J - PRINT AT 8,12; FLASH i;"S
CORE -";sc
3860 IF J=2 THEN LET 2*
93 - 9c >"
3065 IF j- 3 THEN LET b*-"<9b-3*
93•9c>"
3870 IF j-4 THEN LET b**"<9b4*
93 - 9c >"
3075 IF j= 5 THEN LET b*-"<9b-5*
93-9c>"
3080 IF j=6 THEN LET b*-"9b 6*9
3 ’ 9c >"
3085 IF j-7 THEN LET b*-"<9b-7*
93 9c >'*
3086 IF j= 8 THEN GU TO 8080
3095 PRINT AT b,j;“
3100 GO TO 1065
4005 PRINT AT b,a; N
4010 LET b=8
4815 LET a-a+1
4020 PRINT AT b,a;a*
4825 FOR a-14 TO 15
4o30 PRINT AT b,a;a* PAUSE 10
4835 NEXT a
4840 PRINT AT b,a;"
4045 LET b=9
4050 PRINT AT b,a;"<9a>"
4055 PAUSE 50
4060 GO TO 7080
6008 IF 3=12 AND s<“sc+32 OR a=l
2 AND S>=SC+48 THEN UO TO 4030
6005 IF a«l2 AND s =sc-*4y OR j-*i
2 AND s< -sc+50 THEN GO TO 3000
6010 GO TO 2015
7885 CLS
7015 FOR a-1 TO 3
7320 PRINT AT 3,a,
HED■9d >"• PAUSE 10
7825 NEXT a
7830 PRINT AT 9,18
YOU SCORED
7840 PRINT AT 15,1;"PRESS ANY KE
Y FOR ANOTHER GAME"
7850 PAUSE 8
7868 RUN
0385 CLS
8018 PRINT AT 5,1;"YOU HAVE JUMP
ED ALL THE RAMPS YOU ARE NU
W A eMX RIDER WELL
DONEl•!I"
8020 GO TO 7830
9080 FOR z-USR "a" TO USR "d"+7
9810 READ user- PUKE 2,user
9020 NEXT z
9030 DATA 48,56,48,127,118,153,1
53,162
9040 DATA 0,0,7,15,31,63,127,255
9050 DATA 0,0,224,240,248,252,25
4,255
9060 DATA 12,28,12,254,110,153,1
53,102
9070 RETURN
SINCLAIR PROGRAMS January 1984
61
BU5IME55
MAM
F OUR TELEPHONES appear on
the screen and when one of them
rings you have to guess which it
is and answer it. If you choose the
wrong telephone your firm will become
bankrupt or be swindled by a client. If
you answer the correct telephone your
shares will rise or you will learn of an
inheritance. The object is to try to raise
as much money as possible before being
made bankrupt.
Business Man was written for the
IK ZX-81 by David Hindon and Mar¬
tin Bowell, of Swindon, Wilts.
M OVE your laser base left and
right with keys “6” and “7”
and catapult missiles into
space using “0”. You must fire at the
Sun King as it passes and attempt to
reach as high a score as possible before
you run out of laser power and the Sun
King wins again.
Written for the 16K Spectrum by
Christopher Powton of Shildon, Co.
Durham.
<= 1 THEN
150 IF INKEY* = "0" THEN FOR f
=19 TO 10 STEP -1: PRINT AT *,p
06*1 ; M £ H : BEEP .005,*: BEEP .005
,f*pos/v/laser: BEEP .005,laser:
PRINT AT f,pos*l;“ M : NEXT f:
IF *-9 AND pos-v*l OR *=9 AND po
s-v THEN LET sc=sc*10: BEEP .1,
5: PRINT AT 10,v;" LET v=0
: | GO TO 100
160 IF laser <- O THEN PRINT "
THE SUN KING WINS AGAIN !!!!!!":
PAUSE O: PAUSE 0: CLS : RUN
170 IF sc>1000 THEN PRINT "YOU
WIN CONTROLL OVER THE SUN": FOR
f=l TO 5: BEEP .1,*: NEXT *: PA
USE Ox PAUSE 0: CLS : RUN
200 LET v=v+l
2000 GO TO 90
>: NEXT f
76 CIRCLE 175,123,10
80 LET laser=20: LET pos=15: L
ET v=0
90 PRINT AT 20,pos; INK O; " _D
PRINT AT 21,pos; INK 0;■ E
1 LET sc=0
10 PAPER 2t INK 6: CLS
15 FOR *= USR "a" TO USR "*“ +
7* READ a: POKE *,a: NEXT *
20 DATA 8,20,36,72,68,69,196,1
98
30 DATA 15,24,51,102,102,51,24
,15
40 DATA 240,24,208,102,102,208
,24,240
50 DATA 0,24,60,126,24,60,60,6
101 IF v >= 29 THEN PRINT AT
10,v; M “: LET v=0: LET 1aser=l
aser-1: GO TO 100
110 IF INKEY* =“6" THEN LET p
os=pos-l: BEEP .005,pos
112 PRINT AT 0,10;"SCORE - "{*
60 DATA 126,24,24,24,24,60,102
70 DATA 0,0,24,24,24,60,36,0,0
120 IF INKEY* -"7" THEN LET p
os=pos+l: BEEP .005,pos
75 FOR *=1 TO 30x PLOT INK 6;
INT •( RND *200), INT < RND *150
16
SINCLAIR PROGRAMS June 1984
THE MAJORITY of microcomputer
owners aim to provide their computers
with as much memory as possible. Six
months after buying his ZX-81, David
Aubrey-Jones of Burley, Leeds removed
the RAM pack and set himself the
challenge of writing a mappable adven¬
ture game.
The result was Haunted Dungeon
and some memory-saving techniques
which allowed him to write other ad¬
ventures on a IK ZX-81. Since then he
has bought a Spectrum and begun writ¬
ing machine code games, the latest of
which, Supertalk, allows the Spec¬
trum to read sentences and to learn
words. It has just been marketed by
Abbex.
To play the game you must first give
values to some variables:
LET 1=1
LET F=5
LET X = 6
LET T = 10
LET H= 100
The game should then be started by
ENTERing GOTO 1.
You enter the dungeon down some
steps with an initial strength of 20.
Your object is to find the treasure and
return to the steps without your
strength falling below 1. Enter N, S, E
or W to move in different directions.
You may find your way barred by a
wall, have your strength sapped by a
monster, or increased by finding food.
Divining rods point to the treasure; 1
indicates that they are pointing south
and -1 that they are pointing north.
25 LET R*INT < RND*H*H )
30 LET B=R+H
35 LET C*INT <R+RNWH)
40 IF G/F-INT <G/F> OR R/F*INT
<. R/F > THEN GOTO T
4b LET S-T+T
50 LET P*R
8a p&\*n
53 IF NOT G THEN PRINT "RW) B2
CH.-.£";RjY
55 IF S>T+T THEN LET S»T+T
60 PRINT S
65 LET 0.-P
70 INPUT M*
60 LET Pi*P+<M*- ,, E" >+< )*F
“ >*F
106 IF POO AND P>*R RND POB fl
NL« P/FOINT < P/F) THEN GOTO W*T*
T
105 LET P=Q
WO WMNJ-T "am"
115 GOTO CODE “PI 11
120 CL3
125 PRINT <"##" RND P*G >
130 LET G*G*CPOG>
140 IF P*R THEN GOTO CODE "H"
160 RRND P
165 LET R»T**F*RND
170 LET R-INT <<R-INT R >*T >
130 LET 8*S-Ivr*<R-F>-INT iBHPW
T*< R< «= I > >
190 LET P~P+INT C*ND*T*<R-I-fI >*
<P+T<*B>>
210 PRINT < "9host M RND NOT R >♦<
"dra9on" RND R-I>+< "giant bs.tr 1
RND R=I + I >*K 11 ITS d*r»k RND WET M R
ND R>X>
220 IF R>X THEN PRINT "DiViNtN*
ROD*";SGN <G-P>
240 IF S>«I THEN GOTO CODE "R"
250 PRINT "R.I.P"
SINCLAIR PROGRAMS November 1983
3
HERE HAVE been requests
for two-player games. William
Hoyland of Surbiton, Surrey has
supplied one such game for the 16K
ZX-81.
Player one attempts to move the snail
ib gusub 5000
20 LET A*10
30 LET B-10
40 LET Sl^O
50 LET S2=0
60 DIM AIK 20,30 >
70 FOR 2=1 TO 30+S1+32
0O LET X-INT <RND*19>+1
90 LET Y-INT <RND*20)+5
10O PRINT RT X,Y;"<91>"
HO LET ft*<X/Y) _ "<91 >"
120 NEXT 2
139 LET D-l
140 LET E-30
lbO PRINT RT R,D>"0"
135 PRINT RT B,Ej"*"
160 LET R«<R,D)-"0"
16b LET R*<B,E>-"*"
170 LET C-PEEK 16421
190 LET B-B-CCC-223 OR C-2l9 OR
0221 > AND 6-1 >0>+<< 0191 OR O
187 OR C"189 > AND B+1C21>
190 LET R-R-C<0251 OR C-219 OR
0187) AND A-l>0>+<<C*253 OR C«
221 OR 0189> AND A+1<21 >
200 LET D-D+l
210 LET E-E-l
215 IF D-31 THEN GOTO 3000
217 IF F\9<.fi>0)<>" " AND A*<B-E>
O"." THEN GOTO 3000
220 IF " THEN GOTO 1
000
230 IF R*< B/E ><>" " THEN GOTO 2
000
240 PRINT AT A,D;">"
250 PRINT AT B,E; H <"
260 GOTO 150
1900 FOR 2-1 TO 20
1010 PRINT AT fl,D; •'<!>>"
1020 PRINT AT A,D;">“
1030 NEXT 2
1035 CLS
from the left of the screen to the right,
while the snail of player two attempts to
cross from right to left.
Both players must avoid the deadly
slug pellets and the slimy snail trail of
the other.
1040 PRINT “THE GOOD LOOKING ONE
ON THE RIGHT WINS.",,,,
105O LET S2-S2+1
1070 PRINT SI;TAB 29-LEN <
STR* S2 ); S2; "— >“
107b IF S2-10 THEN GOTO COOO
1077 PRINT AT 10/10;"TOUCH A KEY
II
1080 IF INKEY**"“ THEN GOTO 1000
1090 CLS
1100 GOTO 60
2000 FOR 2*1 TO 20
2010 PRINT RT B/E;'Y i< )"
2020 PRINT AT B,E;"<"
2030 NEXT 2
2040 CLS
2050 PRINT “THE GOOD LOOKING ONE
ON THE LEFTWINS.",,,,
2060 LET Sl-Sl+1
2070 PRINT SI;TR6 29-LEN <
STR* S2 >; S2; "—>“
2075 IF SI-10 THEN GOTO 6000
2077 PRINT AT 10/10;"TOUCH A KEY
If
2080 IF INKEY*-"" THEN GOTO 2080
2090 CLS
2100 GOTO 60
3000 CLS
3010 PRINT TAB 6;"NOBODY WINS GE
EKS",//
3020 GOTO 2070
4000 SAVE "SNAIL TRAIl"
4010 RUN
5000 LET B*-"*rTOUCH*A*KEY******
*************HI. THE FOLLOWING
GAME IS CALLED SNAIL TRAIL AND I
T REQUIRES TWO PLAYERS TO NAV1CA
TE THEIR SPEEDY SNAILS ACROSS AN
AREA OF LETHAL SLUG PELLETS WHI
LST AVOIDING THEIR OPPONENTS DEA
DLY TRAILS.PLAYER ONE USES THE K
EYS Q AND A TO MOVE UP AND DOWN.
PLAYER TWO USES KEYS 0 AND L. ***
*************GO0D LUCK**#*"
5010 PRINT AT 9,7;"<90-16*99'95>
M i AT 18,7;"< 98 >t*TOUCH*A*KEY***<
95 )" l AT ll,7j"<98'16*9f’95>"
5020 IF INKEY*-"" THEN GOTO 5029
5030 FOR A-l TO LEN B®-15
5048 PRINT AT 10,8jB*<A TO A+ib>
5050 FUR 6-1 TO 3
5060 NEXT 6
5070 NEXT A
5080 FOP R=1 TO IAS
5090 NEXT A
5100 CLS
5110 RETURN
6080 PRINT
6010 PRINT "AND THE OVERALL WINN
£R,",,,
6020 PRINT "WITH AN INCREDIBLE L
EflD OF "j
6030 IF SI>S2 THEN PRINT S1-S2
6040 IF S2>Sl THEN PRINT S2-S1
6050 PRINT
6060 PRINT "IS..."
6070 PRINT
6880 PRINT "THE DEVILISHLY FIEND
ISH..."
6090 PRINT
6100 IF S2>S1 THEN PRINT "PLAYER
ON THE RIGHT"
6110 IF Si>S2 THEN PRINT "PLAYER
ON THE LEFT"
612G PRINT
6130 PRINT - TOUCH A KEY TO PL
AY AGAIN"
6140 IF INKEY**"" THEN GOTO 6140
6150 CLS
6160 RUN
SINCLAIR PROGRAMS November 1983
47
T HIS EDUCATIONAL program,
Two-stroke Engine, was de¬
signed for the 16K Spectrum by
Tim Rose of Woolwich, London. For
those interested in simple physics it
describes, with working diagrams, the
action of a two-stroke engine. It would
be useful as a demonstration program
for teaching, or for students struggling
to reproduce diagrams.
tb CO SUB '-N'V BORDER O- PAPER
0 INK 6 * LLS
26 CIRCLE 125, 39,24
36 PRINT AT 20,0;"Two Stroke"'
"En9iv>e bx Tim Rosc 10^2/1983"
49 PLOT 102*160’ DRAW 0,-50 D
PAW -12,-15- DRAW Q,-50- DRAW 76
,0,PI- DRAW 0,30- WWW -9,5 DR A
In 15.0- PLOT PEEK 236??,PEEK 236
7*3+12
59 DRAW -15,0’ DRAW 0,4 DRAW
15,0- PLOT PEEK 23677,PEEK 23676
+12- DRAW -!5,0 DRAW 9,53- DRAW
-50,0,2* PLOT 100,90- DRAW 0,-3
5- DRAW -1,9- DRAW 9,35
60 PRINT AT 0,14; INK 7) BRICH
T l;"a/'
70 FOR J-<2*PIVPI/6 TO 0 STEP
-PI/6
39 FOP r-Ci TO J
99 LET b-l26+20*COS *’ LET c-3
9+29TSIN ?
100 PLOT OVER 1; b, c * DRAW OVER
1: 1.26-b, 45
119 LET d-c +45
120 OVER 1- PLOT 105,d- DRAW 44
•9- DRAW 0,28- DRAW -32,10 DRAW
-13,-10- DRAW 9.-28- OVER O
120 IF INT r-59 THEN GO SUB 021
140 IF INT r-56 AND bM26 THEN
PRINT AT 9’, 9.1 "Power " i RT 1,
14;- ";AT 2,13;" ";AT 3,
13?"
150 IF INT c-21 AND b>!26 THEN
CO SU8 0230
169 IF INT r-30 AND b<126 THEN
PRINT AT O,0;"ComPreiilorT
170 IF INT r-4S AND INT b<126 T
HEN GO SUb 9280
180 IF <INKEY*-"c" OR INKEY*«"C
"> AND T-0 THEN COPY
190 IF ' INKEY*-"*" OR INKEY*-"S
"> AND 7*0 THEN GO TO 190
200 NEXT 7’ NEXT s GO TO 70
210 PRINT AT 0,0:"19mtion
AT t.!4: INK 2; BRIGHT 1; -bbbb"
;AT 2,12;"bbbbbb“;AT 2,13; " bbbbb
h"; AT 3,ltC “ bbbbbb ’’ • IF. 7*0 THEN
FOR v-*0 TO 10- OFPP 0.01,10- BE
FP 0.01,20- NEXT x
229 RETURN
230 PRINT AT O.0;- "• OVE
R 1- PLOT 134,122- DRAW 20,-20,P
1^2- PLOT 155,102 DRRU 16,0 PL
OT 166.106 DRAW 5,-4- DRAW -5,-
•4- PRINT AT 9,22;"Exhaust";AT 18
,24;"Out"
240 PRINT AT 9,0;"Fuel forced";
AT 10,5;"uP" PLOT 96,40= DRAW 0
,55 DRAW 20,22* DRAW -5,0- POKE
39677,PEEK 2367?*5< DRAW 0,-5'
OVER 0
250 IF 7-0 THEN FOR x*l TO 1Q0-
IF INKEY*-"r" OR INKEY*-"C" THE
N COPY
260 IF 7-0 THEN NEXT y
270 RETURN
28*3 OVER !• PLO T 160,85- DRAW -
12,8- DRAW -5,-20’ DRAW -4,5- PO
KE 23677,PEEK 23677+11- DRAW -6,
-5’ PRINT AT 11,21;"Fuel mucked"
;AT 12,25;"in"• OVER O’ GO TO 25
0
290 RESTORE 300’ FOR x-0 TO 14'
READ s’ POKE USR "s"*x,v NEXT
x- RETURN
309 DATA PIN 9000111*3. BIN 00001
110,PIN 00*311111,BIN 00011111,32
,BIN 110*31110, BIN 00000100.BIN O
0001100, BIN G10! *01.0,0, BIN 10101
H01,e,8IN 01 *30 1010,0,BIN 0010010
0,0
310 SAVE "2 Stroke" LINE 1
54
SINCLAIR PROGRAMS November 1983
m
S HEILA BRITTON of Reading,
Berkshire wrote Jaws for her five-
year-old daughter. It is for the
16K ZX81 and is a simple mathematics
program with a shark chasing a fish at
the bottom of the screen. If you answer
correctly the fish will escape.
10 PRINT AT 3,12;"JAWS"
15 PRINT AT 4,12;"
26 PRINT AT 7,0;"TRY TU HELP T
HE FISH ESCAPE FROM"
25 PRINT "THE SHARK BY LETT1NO
THE ANSWERS"
30 PRINT "RIGHT."
35 PRINT AT 12,0;"AT THE END P
RESS Y AND NEWLINE"
40 PRINT "TO PLAY THE GAME AGA
IN. "
45 PRINT AT 16,0;"PRESS ANY KE
Y TO START."
50 IF INKEY*-"" THEN GOTO 50
100 CLS
105 LET W-0
110 LET F-0
120 LET X-0
130 PRINT AT 20,0/"< 9a■9d'9a' 9d
9a 1 9d 1 9a 1 9d 9a 1 9d■9a 9d'9a■ 9d 1 9a
■9d•9a 1 9d•9a 9d 9a 9d•9a 1 9a ; 9a■9
d 1 9a■9d <9a 1 9d■9a•9d)"
146 PRINT AT 16,30;"Y"
150 PRINT AT 17,30;"Y"
160 PRINT AT 18,20;"Y Y"
170 PRINT AT 19,28;"Y Y"
180 GOSUB 600
190 GOSUB 700
200 RAND
210 LET fl-INT <RND*H>
220 LET B-INT <RND*11>
230 IF X-0 THEN GOTO 800
235 GOSUB 900
246 PRINT AT 4.5;"WHRT IS ";A;"
+'* / B
250 INPUT ANSWER
260 PAUSE 40
270 PRINT TAB 13;A;;B;;AN
SWER
280 IF ANSWER-A+B THEN GOTO 400
300 PRINT TAB 12;"WRONG.TRY AGA
IN."
310 FOR 2-15 TO 18
320 PRINT AT 2,W;"
330 NEXT 2
340 LET W-W+b*
350 GOSUB 680
360 IF F-W+2 THEN GOTO 480
370 GOTO 235
400 PRINT TAB 13;"RIGHT.WELL DO
NE."
410 PRINT AT 16,F;"
420 PRINT AT 17,F;"
480 LET F-F+6
440 GOSUB 700
450 IF F-26 THEN GOTO 540
4b0 GOTO 210
480 PRINT AT 10,0;"SORRY.YOUR F
ISH HRS BEEN EATEN."
490 GOTO 550
540 PRINT AT 10,0;"CLEVER YUU.T
HE FISH HAS ESCAPED."
550 PRINT AT 12,0;"D0 YOU WANT
TO PLAY AGAIN7Y OR N"
560 INPUT R*
570 IF R*-"Y" THEN GOTO 100
5S0 CLS
585 PRINT AT 10,12;“GuUDBYE."
590 STOP
680 PRINT AT 15,W;"<9a : 4*9a)"
610 PRINT AT 16,W; "C4*9a ! 10 ! 9a >
620 PRINT AT 17, W; 6*9a >"
630 PRINT AT l3,W;"<9a 4*9a>"
b40 RETURN
700 PRINT AT 16,F;"<9w■iftP ! l* >"
710 PRINT AT l7,F;"9e 2tisP>"
720 RETURN
800 PRINT AT 3,0;"HELLO."
810 LET X-l
320 GOTO 240
906 FOR 2-3 TO 6
910 PRINT AT 2,0;"
320 NEXT 2
930 RETURN
SINCLAIR PROGRAMS February 1984
31
5 GOTO 8000
? CLS
10 RAND
•.'0 LET B*=""
30 PRINT "WHAT IS YOUR NAME PL
EASE?"
40 INPUT C*
bO PRINT “WHAT DO YOU WANT TO
SAY ";C*,"?"
60 PRINT
70 INPUT A*
75 IF PEEK 1639e+256*PEEK 1639
9 ’.‘PEEK 16396+256*PEEK 16397+693
THEN CLS
Q0 IF A*-"" THEN GOTO 70
85 IF ASCLEN AS ><>"." AND AS< L
EN A® X >"?" THEN LET A*-R*+"."
90 PRINT. "YOU : ;A*
100 IF A*< LEN R*>="." OR A*<LEN
AS >="?" THEN LET AS=AS< TO LEN
AS-1 )
105 IF AS-"CHANGE USERS" THEN G
OTO 7
110 LET K>0
120 IF AS-"GOOD" THEN LET RS~"T
HANK YOU"
130 IF A*-"HI" OR R*~"HELLG" OR
A#*"GOOD" OR LEN AS<2 THEN LET
K*1
140 IF LEN AS<2 THEN LET BS-"""
"+AS+.IS NOT A SENTENCE"
150 IF RS="HI" OR AS 59 "HELLO" TH
EN LET BS-"HELLO THERE"
160 LET DS-"DO"
170 IF LEN AS<3 THEN GOTO 330
ISO IF AS< TO 2>*"A " AND LEN A
*<10 THEN LET BS-"WHAT IS "+A*
190 IF LEN AS<7 THEN GOTO 270
2O0 IF A*< TO 4>="FUR " OR A*<
TO 7>"BECAUSE" UR AS< TO 3>-"T0
" OR A*< TO 2 >="30 " THEN LET B
S’"I SEE"
210 IF RS< TO 4>-"STUP” THEN LE
T BS-”ALL RIGHT"
220 GOSUB 4000
230 IF AS< TO 4>«"THE " OR AS<
TO 4 >*“HIS " OR AS< TO 4>-"HER -
THEN LET BS-"REALLY"
24Q IF B*-"" THEN GOSUB 5000
25Q IF AS< TO 3>«"WE " THEN LET
BS-"WHO DO YOU MEAN BY WE"
260 IF AS< TO 2)="I " THEN GOSU
8 100O
270 IF LEN A*<5 THEN GOTO 290
280 IF LEN A*>8 AND RS< TO 4>-”
THEY" THEN GOSUB 7000
290 IF LEN AS>7 AND AS< TO 3>~"
HE " OR AS< TO 2>-"IT" OR A$< TO
3>-"SHE" THEN GOSUB 2O00
300 IF LEN AS-8 AND AIK TO 0>-"
YOU" THEN GOSUB 3O00
310 IF LEN AS A THEN GOSUB 460
330 IF AS-'*NO" THEN LET 8*-"WHY
NOT"
335 IF AS—YOU" THEN LET BS*"WH
AT ABOUT ME"
340 IF AS-"YES" THEN LET BS«"WH
Y °
345 IF AS-"ME " THEN LET BS-"WHA
T ABOUT YOU"
350 IF A*="THANK ME" THEN LET B
B=-"I AM ONLY FOLLOWING ORDERS"
360 IF AS-"I KNOW" THEN LET 6S»
•GOOD"
;70 IF BS —"" THEN LET BS=AS
375 IF PEEK 16398+256*PEEK 1639
9>PEEK 16396+256YPEEK 16397+693
THEN CLS
380 PRINT " ME-";
390 IF BS-AS AND PND<.7 OR RND<
.2 AND LEN BS+LEN C*<18 THEN PRI
•JT "ER.
40O PRINT BS;
416 IF BS~"REALLY" AND RND<.5 0
R RND>.65 AND LEN BS+LEN CS<25 T
HEN PRINT " ";C»;
420 IF RS<'‘"THANK ME” AND B*<>"
GOOD" AND BSO'T SEE" AND B$<>"A
LL RIGHT" AND KOI THEN PRINT "?
M
430 IF AS-"THANK ME" OR BS-"I S
EE" OR BS-"ALL RIGHT" OR B*="GUO
D" OR K-l THEN PRINT
440 LET B*-""
450 GOTO 70
460 IT A*< TO 4>="Y0UR" THEN LE
H OLDING an intelligent con¬
versation with your 16K ZX-
81 may seem a remote
possibility but this program by Simon
Parker of Leeds makes that possibility
closer than any other which has yet
been submitted to Sinclair Programs.
Type-in your side of a Conversa¬
tion and the computer responses will be
displayed on the screen. The program
will give a sensible answer to the ma¬
jority of your questions and can even
cope with philosophical points such as
“What is the meaning of life?” or “Why
did the chicken cross the road?”
THEN LET
T B®="I KNOW"
470 IF AS< TO 4 YOUR" THEN LE
T K=1
480 IF A*': TO 4 >""LOTS" THEN LE
T 8*-"SUCH AS"
490 IF AS< TO 3 ”MY " THEN LET
8*="Y0UR"+A*< 3 TO >
500 IF A*< TO 3>»"ME " THEN LET
B*="Y0U"+AS<3 TO >
9013 RETURN
1000 IF RSC3 TO 4 )=”AM" THEN LET
B*»"WHY ARE YOU"+A*< 5 TO >
1002 IF AS<3 TO 5>®"CAN" THEN LE
T B*="HOW CRN YOU"+A*<6 TO >
1805 IF R*< 3 TO 5>="WAS" THEN LE
T BS-"UHY WERE Y0U"+A*<6 TO >
1007 IF ASK 3 TO 5>-"DID" THEN LE
T BS-"WHY DID YQIJ"+AS<6 TO >
1009 IF RS< 3 TO 4>*"D0" AND B*-’’
" THEN LET B*-"WHY DO Y0U M +AS<5
TO >
1O20 IF A3K3 TO 7>="COULD" THEN
LET B*=”HOW COULD Y0U"+AS<8 TO >
1030 IF AS< 3 TO 6 >="HAVE " THEN L
ET B*“"WHY HAVE YGU"+AS<7 TO >
1840 IF AS< 3 TO 7 >■"WROTE" THEN
LET B**"WHY DID YOU WRITE"+AS<3
TO >
1890 IF BS-"" THEN LET BS-"WHAT
"+DS+" YOU"+A*< 2 TO >+" FOR"
190O RETURN
2010 IF A*<5 TO 6>=»"IS" THEN LET
BS-"WHAT IS IT THAT MAKES HER "
+AS<7 TO >
2030 IF RS<4 TO 7>-"DOES" THEN L
ET B*»"WHY DOES "+RS' TO 2>+AS<8
TO >
2035 IF A*< 5 TO 8>="L-0ES“ THEN L
ET BS="WHY DOES SHE"+fl*<9 TO )
2040 IF AS<4 TO 6>=*"CAN" THEN LE
T BS="HOW CAN ”+A*< TO 2>+AS<7 T
0 >
205O IF ASK 5 TO 7 >="CAN“ THEN LE
T B*="HOW CAN SHE“+AS<0 TO >
2860 IF 3*-"" THEN LET BS-"WHY I
S IT THAT "+AS
29O0 RETURN
3080 IF R*K5 TO 7 > 5 »"APF I ‘ THEN LE
T e*’"WHY AM I"+AS< 8 TO >
3010 IF AS<5 TO 3'-"WERE" THEN L
ET 6S-"WHY WAS I"+AS<9 TO >
3020 IF ASCS TO 8>-"HAVE" THEN L
ET BS="WHY HAVE I"*AS<9 TO >
3030 IF A*<5 TO 9>="W0ULD" THEN
LET BS="WHY WOULD I"+A*<10 TO }
3O40 IF ASK 5 TO 7>-"D0 " THEN LE
T BS="WHAT DO 1"+A*<7 TO >+" FOR
N
3O50 IF ftS< 5 TO 7 >«"CRN" THEN LE
T B®="HOW CAN I"+ASC8 TO >
308O IF BS-"" THEN LET 8**"WHAT
''+DS+" I "+A#< 4 TO >+" FOR"
3090 RETURN
400O IF ATK TO 4"WHAT" OR A*<
TO 3>-"WHO" THEN LET B*-"I DO NO
T KNOW"
4005 IF R*< TO 2'-"WHY" THEN LET
BECAUSE THAT IS THE WAY IT
IS"
4010 IF A3K TO 5>-"WHERr:" THEN L
ET E'*-"OVER THERE SOMEWHERE"
4020 IF A*< TO 3>*"RRE" OR A*< T
0 5>’“WILL " THEN LET BS-"PROBAB
LY"
4030 IF ASK TO 5 "COULD" OR A*<
TO 4)*"CAN « THEN LET B*-"I DOU
BT IT-
4040 IF AS< TO 5 >="D0 YU" THEN L
ET B*="I MIGHT DO"
4O50 IF ASK TO 3 >*"HOW" OR A*< T
0 4>^"1JHEN" THEN LET B«-"WHAT DO
48
SINCLAIR PROGRAMS August 1983
YOU WANT TO KNOW THAT FOP"
4060 IF B*-”" THEN RETURN
4O70 IF BS< 1 X>"W“ THEN LET K-l
403O RETURN
5O00 DIM A< LEN A* >
5005 LET Bt-"
501O FOR F'5 TO LEN At-1
5015 LET Ac F >-&
5920 IF AtCF TO F+1>="MY” THEN L
ET A< F 1
5021 IF AS< F-1 TO r+1?-' ME" THE
N LET fl< F }=3
5023 IF AtCF-3 TO F+l >- f, LIKE " 0
R fl*CF-3 TO F+l>~"LOVE ” THEN LE
T K*F
5025 IF Ate F-2 TO F+l >*-"YOUR" TH
EH LET A<F'--2
5027 IF ASKF-1 TO F+l >-”Y00’ THE
N LET A< F >"4
5029 IF ASKF-1 TO F+l I " THE
N LET A< F >--l
5030 IF ASK LEN At-1 TO >»"ED" OR
ASKF-1 TO F+1>-”ED ” OR AS<F-3
TO F+l >="UGHT ” THEN LET D»="HR
VE"
5032 IF A3KF-1 TO T+l >-"OFF” THE
N GOTO D00O
5035 NEXT F
5040 LET L-LEN A*
5050 FOR F~4 Tfj L
5055 IF A<F>*=-1 THEN LET At*Ate
TO T-l *•+ "YOU" +A*< F+l TO >
5060 IF A< F >=1 THEN LET At^ASC T
0 F-l >+"Y0UR**+RlKF+2 TO >
5062 IF A'F'.-O THEN LET flt-frtK T
0 F - ! >+ ” YOU “ +A*< F+2 TO >
5065 IF A< F >~2 THEN LET AS-ASC T
0 F-3 >+"MY"+At< F+l TO >
5067 IF R< F >—4 THEN LET AS-A*< T
O F-2>+"ME"+At<F+2 TQ >
5070 NEXT F
5075 IF K>2 THEN LE T IS
" +A*< X+1 TO '*+■' LIKE”
5077 LET K-0
5030 IF AKLEN At -"8" RK> B*< T
0 4>*"WHRT" THEN LET B*-”WHAT AR
f+etce to '•
6000 if r.*< l
6020 RETURN
7003 IF At- 6 TO •;* •-"HAVE” THEN L
ET C«-”WHY HHV f TH;V*A$< 10 TO '
7010 IF AtC6 TO 8>~"AR£" THEN LE
T At-”WHY APE THEY"+A*<9 TO >
7920 IF Bt^“” THEN LET Ut^’WHY -
+D*+" THEY“+At< 5 TO >
7909 RETURN
8O00 DIM ASKS.30 >
8O10 LET AtC1>« H I AM YOUR 2X81,
AND I AM HERE"
8020 LET Ate 2^-"TODAY TO COMMONI
CATE WITH YOU,"
8030 LET Ate 3>-"AND MAKE YOU REA
LICE JUST HOW"
8040 LET Ate 4 >~"MUCH THE WORLD 0
F THE USERS"
8059 LET A*< 5>-”INTERESTS ME."
3060 LET Ate6>=" I HOPE I DO NOT
SCARE YOU,AS"
3O70 LET Ate7>="I AM A VERY FRIE
NDLY COMPUTER,"
0089 LET R«es>-”AS YOU SHALL SOO
N SEE."
8110 FOR F-M TO 8
8115 FOR B-l TO 30
8117 PRINT AT FY2+
8120 PRINT AT F*c2+1,8; At< F, 8 >
3120 NEXT 8
8158 NEXT F
8240 RUN 7
9900 CL8
9810 PRINT AT 10,1;"I DO NOT L1K
E YOUR LANGUAGE“
9020 PAUSE 150
THEN !_ET PT.
SINCLAIR PROGRAMS August 1983
49
iiSsfe
““"•"'•■■I
SINCLAIR PROGRAMS May 1983
D R ELIOT GINGOLD, lecturer
in genetics at Hatfield Polytech¬
nic, has sent a Spectrum pro¬
gram to simulate the development of
mixed populations under evolutionary
pressures. He believes that the use of
computers for the purpose has the great
advantage over mathematical equations
that random influences can be included
in the model.
The listing sets up a small, local
population of black and yellow mice
UNDERSTANDING
TVOTUTIOTV
and follows it for successive genera¬
tions. The variation in colour is con¬
trolled by two variant forms of a single
gene, with the black-inducing gene
dominant over yellow.
The user is invited to fix the popu¬
lation size and the differing selection
pressures on the two types. An interest¬
ing finding is that small populations
suffering no selection pressure eventu¬
ally will resolve into entirely black or
yellow types. Such results show the
importance of the random element.
“This so-called ‘genetic drift’ is an
important factor in discussions of evolu¬
tionary theory. Many scientists believe
that such random events are the basis
for many of the observed differences
between species,” he says.
The listing is aimed at A level stu¬
dents but its avoidance of technical
terms should assure it wider usefulness.
In the listing, the mice should be en¬
tered as graphic M. (48K Spectrum).
i IS
1;
1 DIM a $(250) : DIM b(51)
20 GO SUB 900£)
24 BORDER 7: PAPER 7: CL5
c5 PRINT INK 1;"This prograa s
ittulates a local.population of
mice. Two types.are found.bla
CK »ice — £ . and yellow a
ic ? -7“ INK 6 ' . INK 2; "Th
5 difference is due to a gene""
With two alleles- YtblacK.' is"'"
dominant over y lye l lo») ,.TKie
means that. yy -- black"'" y
a -- black"’" yy __ yellow--
be K yv ; 5?*v5 r 3 ^ ® ouse could
be Y Y, or Yy, a carfier of ye?
•.Yellow alleles can hide i
n biacx.mice!. ink 0; inuer
SE 1; " Press any key to continue
25 IF INKEYS=”" THEN GO TO 26
27 CLS ; PRINT INK 2; "You may
follow the changes in.this pop
ulation during up to 60 "'”genera
lions."'' INK 1;"Each generation
the population. will at first
double- But not "'"a l l can surviv
e- You will be.asked to fix th
s maxiaim numbers .capable of s
urviving."
23 PRINT INK 2; "Three sxtuati
ons are possible,.selection ag
ain$t yellow.. i - e-- black a
ore fit to survive.selection a
gainst black .. i-e. yellow
more fit to survive"-"or no seie
ction .. i-e. both types equ
3v 29 PRINT INK 2;“YOU can try an
y of these/.and if you have se
i prtion you"'"may determine
■■ ■ INK 0 INVERSE
Press any key t o start.
30 IF INKEYS="" THEN GO TO 30
4-0 BORDER 7: PAPER 7: CL 3
50 PRINT PT 7/0; INK 2;"Input
the maximum population that th
e enviroment can hold. lean be
up to 125)"
52 INPUT P0: IF pDil OR PG>12S
THEN PRINT INK 0; ""Must be bet
ween 0 and 125GO TO 52
55 CL5 : PRINT AT 7,0; INK 1;"
selection could be Rgainst
yellow INPUT 0. Against bl
ack INPUT 1. Or no select
ion INPUT 2”
57 INPUT d: IF d < >0 AND dol P
ND d < > 2 THEN PRINT INK 0; ""Must
b€ 0, 1 or 2"; GO TO 57
53 IF d =2 THEN GO TO 75
60 CL5 : PRINT AT 7,0; INK 2;"
Uhat is the strength of . select
ion measured as a i 100 ;.; w
ould mean that the unfit. type
is lethal). Input a number up
to 100"
62 INPUT S?; IF SP<0 OR SP>100
THEN PRINT INK 0,"“MUSt be betw
een G and 100": GO TO 62
70 LET S =100 —SP
75 CLS : PRINT PT 7.0; INK 1; "
Ubat is the starting K of"'"ye l l
ow alleles? (%y>"''"(Reme®be
r that many will .be hidden in
black Bice!) .Input a number u
p to 100"
- k . 7 £r^^S LI T y IF y<0 DR y>i00 th
CN PRINT INK 0'' "HUS t be
3 and 100": GO TO 77
100 LET n =1: LET P=P0
110 LET y=yyl00; LET b < 1)=y
200 LET S b = 1: LET sy=l;
THEN LET sy=sxl00
201 IF d=l THEN LET S b =S .-'IOC
215 BORDER 7: PAPER 7: CLS
2fe LET n=n+l. GO SUB ICOO
265 GO bU6 2000
TO 6 1i 0 F 0=51 THEN PfiUSE 120: GO
270 POKE 23692,255
260 PRINT BRIGHT I; INUERSE 1;
INK^B;"PRESS M FOR MORE Tg FOR G
235 GO SUB SOOO
290 IF IJ="m" OR
TO 215
?0®3^ i * = ” 9 " ° R
305 GO TO 235
310 GO sue 6000
311 GO SUB 5000
■315 IF i $ = "* "
TO 215
320 IF i*="n"
TO 4.0
325 IF i $="s"
PER 7; STOP
350 GO TO 311
1003 PRINT AT 0,7; INK S, BRIGHT
between
IF d=0
i$="M" THEN GO
it* = "G" THEN GO
OR
i$="M"
THEN
OR
iS="N"
THEN
OR
iS="S"
THEN
;n-l; ") "
-'OR f =1
THEN
ws •
0.7; IN
NOT ALL
t • .
*
1 ;"NEXT GENERA!ION 1 ,
1005 LET ym=0: LET Cd=G: .
TO 2*P
1010 LET X=RNO: LET v=RNC
1020 LET z= lx>=y> + iv>=y)
1030 LET Cd =Cd +Z
104.0 lST a$m =5TR$ <z )
104-5 LET i = 0 : IF aSlf)="0
~ET i=6: LET yprymtl
104-S PRINT INK i ; "a
1050 NEXT /
1060 LET y= llip-cd) /(4 *p)
1065 PRINT PT 19,0; INK 2; BRIGH
T i;ya;" yellow mice out of ";t2
*P) ' (4fp-cd ) ; " yellow alleles ou
r_ r> f "; JA *0 i
107© RETURN
2000 PPUSE 150: PRINT PT
K 2; BRIGHT 1; FLPSH 1; "
CPN SURUIUE "
2005 LET PS=2iP. LET bro=2*p-ym:
i~E« = --ET yml=ym
2006 LET r ip0/(Sb«bffltSw«yBi)
2007 IF f >1 THEN LET r=1
2010 FOR F =1 TO 2iP
2063 LET X=RND
fIf. S < f -* > " O " RND (x >r*Sb
)) T HEN uET Cd=Cd-L'AL (a$lf)) ; L
= T bttl=b»l-l. LET 3 $ i / .1 = " d " ; LET
PS=ps-l: PRINT "
="0") PND (x > r ssy
l I HE ; N Jr ET y - 1 =y a 1 - 1 - LET SSlf)
= H : LET ps=ps-l: PRINT 1 ;
=075 IF atif) <>"d" THEN PRINT OU
ER 1; INK 3;"
2030 NEXT f
2082 PRINT PT 20,31;" "
2033 PRINT PT 0 , 0 ;”
«»
2024 IF bffl=0 THEN PRINT PT 19.0;
*•
b ® >,? THEN PRINT PT 19,0;
^pRIgHTl; INK 2;bffl1; BLPCK 5U
R ^ I .^ Er> TROM "; bm; INK 1;TPB 123)
A INT ll00jb*l/bB*,5) :"X"
cSoo Ir- ym >0 THEN PRINT PT 20 . O ;
BRIGHT l; ink 2;yal;" YELLOUSU
RUIUED FROM ";y«.; INK l.TAB 126)
: INT ( 200*yic l,-'y m + .5) ; "V."
2090 LET y=12tps-cd) / I2*ps) : PRI
NT BRIGHT 1; INK l;"%y=";(INT (y
*1000 *-5))✓10;" (Last Gsnerati
on ="; (INT (b(n-l) *l000 + .5))/10;
%% j «»
2095 LET b (n) =y
2095 LET p=p0: IF ps<=p0 THEN LE
T p =ps
2IGG RETURN
5000 IF INKEY$="" THEN GO TO 500
G
5020 LET I $ = INKEY $: RETURN
5000 BORDER 1: PPPER 1: CLS : IN
K 7: PLOT 47,156: DRPU 0.-120: D
RPU 2G0.0
501G FOR f =36 TO 156 STEP 24: PL
OT 45, f: DRPU -3,0; NEXT f
5020 FOR f =47 TO 247 STEP 40; PL
OT f,36: DRPU 0,-4; NEXT f
5330 PRINT PT 9,0,"Xy ";PT 2,2;"1
GO”;PT 5,3;"30";PT 8,3;"60";PT 1
1,3;"40";PT 14,3;"20",PT 17,4;"0
5040
30
t i on •
PR INT
40
PT 16,6;"0 10 20
50",pt 19 , 15 ;"Genera
INVERSE 1;"Po
5050 PRINT PT ,1.6;
Pulation aax. ”;p 0
5060 IF d=2 THEN PRINT PT 0,10;
INUERSE l;"No selection
0070 IF d =1 THEN PRINT PT 0,2; X
NUER3E l;INT csp>;"% selection a
gainst black"
5000 IF d=0 THEN PRINT PT 0 ,1; I
NUERSE l; int (sp);"X selection a
gainst yellow"
6100 PLOT 46,120*b(1)*36: DRPU Q
UER l;3,0
5110 FOR f =2 TO n: PLOT OVER 1; 4 .
2*4*f,120*b( f) *36: NEXT f
6115 IF n =52 THEN GO TO 6200
5120 PRINT PT 20,0, INUERSE 2;**P
ress m for more"'"n for new star
t, s to stop"
6130 INK 0: RETURN
6200 LET n =1: LET b(13=y
S ^10 PRINT PT 19,0; INUERSE 1, F
»_PSH 2, GPPPH FULL "* FLPSH 0; "P
• essing s continues run, but. r
Sfat f iNK% ap ^G™ e " run ' s=s,op) "
? 000 DfiTfl 0..5IN 00002001,BIN 000
-?^ 1 Si SXN 00111110,BIN 01111100,
, 01111100, BIN 10000000, BIN 11
9010 FOR f =0 TO 7
9015 REPD gr
9020 POKE USR "m"♦f,g r
NEXT f. RETURN “
9025
SINCLAIR PROGRAMS May 1983
37
C ATCH the fleeing inhabitants of
a blazing tower block and direct
them towards the ambulance.
Fire was written for the 16K ZX-81 by
C Robson of Cowley, Middlesex.
1
FAST
195 FOR C-l TO 4
550 PRINT AT 10/10; "GAMEC i»P )0V
2
RAND
290 PRINT AT l6,PX;"Ci*P 9e 2*9
ER";AT 12,10;"SCORECisP Xi*P >";
10
LET AS""0505060709121512100
6 : 9r'isP>"
SCORE
9101215100*1011121314"
210 LET BCO-BCO+I
560 GOSUB 2040
15
LET FIRST-1
220 LET K«*INKEY*
570 GOTO 60
20
DIM A<20)
225 LET PX-PX+Cl AND K*-'8 H AND
600 PRINT AT 14.25;"C5*i*P>"
30
FOR C-l TO 20
PX<19 >-C1 AND K*-"5" AND PX>6>
620 LET SC0RE-SC0RE+1
40
LET RCO-VfiL A*<2*C-l TO
2*
238 IF SCO—1 THEN GOTO 400
800 LET SCO—l
O
240 LET BY-AC BCO>
810 LET OCO-0
50
NEXT C
250~LET BX-SCO+BCO
820 LET B<C>-0
60
DIM SC 4 )
260 PRINT AT BY/BXi"<l*>"
1000 NEXT C
65
DIM 0< 4 )
270 PRINT AT OCC>,BX-1;“Ci»P>"
1010 GOTO 195
70
DIM BC4>
275 LET UCO-BY
2000 LET FIRST-0
80
LET SCORE-0
276 PRINT AT 16,PX;"CisP 9e 2*9
2010 PRINT AT 4,10; "C 3*1*' isP ' Fi
90
LET DEAD-0
6 : 9r ! i*P >"
re-isP 3*1*>"
100
FOR C-l TO 4
277 LET K*-INKEY*
2020 PRINT AT 6/6;"use the cur*o
110
LET SCO—1
27e LET PX-PX+C1 AND K*-"8" AND
r key* S-*-8";AT 7,6; "to wove the
112
LET OC C >«0
PX<19 >-C1 AND K*-“5“ AND PX>6>
sheet ! i< ; 9e 2*96 9r■i>"
115
LET BCO-0
280 IF BY-15 THEN GOTO 500
2830 PRINT AT 9,6/"and 9et the P
117
NEXT C
290 IF BCO-20 THEN GOTO 600
2030 PRINT AT 9/6;"and 9et the P
118
LET S<1)-INT CRND*5+5>
300 GOTO 1000
eoPle";AT 10,6;"safely to the am
120
FOR C-0 TO 21
400 IF RND<-.9-SCORE*.05 THEN G
but*nee"
130
PRINT AT C/0/"C30*isP>“
OTO 1008
2040 PRINT AT 14,6;"Presa ana ke
140
NEXT C
410 LET SCO-INT CRND*5+5>
y to start"
150
FOR C-5 TO 19 STEP 2
420 LET B< C )»0
2050 IF INKEY*-"" THEN GOTO 2050
160
PRINT AT C/1/" C96^ 96>
“ / A
430 PRINT AT 4,6;"help";AT 4/6;
2060 IF INKEY*< >“" THEN GOTO 206
T C+1,1;" <97- 97> "
"< 4*1 *P >"
0
170
NEXT C
440 GOTO 1000
2070 FOR 0-4 TO 14
180
PRINT AT 16/25;" <94> M
;AT
500 IF BX-PX+2 OR BX-PX+3 THEN
2088 PRINT AT 0,6;"C24*isP>"
17 / 25 / " <92^9e 97 AT 18/
25;
GOTO 1000
2090 NEXT 0
M
";AT 19/25;"<isP■i*'x*P
• l*
510 PRINT AT 15.BX;"ouch "j AT 15
3000 RETURN
y
5000 CLEAR
190
LET PX-7
520 LET DEAD-DEAD+1
5810 SAVE "FIRe”
191
SLOW
530 PRINT AT 1,DEAD; "C l*>"
5020 RUN
192
IF FIRST-1 THEN GOSUB 200O
540 IF DEAD<4 THEN GOTO 800
SINCLAIR PROGRAMS February 1984
41
i
i
i
D 1 FAST
2 CL3
5 DIN S<2>
10 DIM ASK 8,10 >
15 DIM fl<e>
20 DIM D*<8, 10 >
21 DIM M<2,8,8>
25 DIM D<S >
30 FOR N=1 TO 8
40 FOR H~1 TO 5
60 LET AS< N,2YH—INT <RND>.5>>=
"< isP )"
65 LET DS<N,2*H-<RND>.5>>="<is
P >"
70 NEXT H
71 LET H-2+1NT <RND*18>
72 LET A*<N>=AS<N,H TO >+R*<N,
1 TO H-l>
78 LET H=2+INT <RNO*10>
74 LET D*< N >*D®< N, H TO >+D*<N,
1 TO H-l>
75 LET A<N)=INT < RND*3 >
76 LET D<N>’INT <RND*3>
8Q NEXT N
80 SLOW
100 FOR N~1 TO S
HO PRINT AT 2*N,4j
120 FOP M^l TO 8
130 PRINT “< isP V+CHRS <128*<AS
< N» M " ?+131 *<D*<M,N>« h " AND
n*<N,M>-"< isP >" >>;
140 NEXT M
141 FOR D*0 TO rt<N>
142 PRINT "< isP £P y'i
143 NEXT D
150 FOR D~1 TO D<N;
151 PRINT AT 16+2*D,2*N+3;"<isP
>"
152 NEXT D
160 NEXT N
170 LET 3< 1 >*6
180 LET S<2>=8
200 FOR M-l TO 8
210 FOR P^l TO 2
220 LET X=1
230 LET Y-1
270 PRINT AT 2*Y-1,3+2tX;CHR* <
23+128*<M< 1,X,Y><>M<2,X,Y>>>
280 GOSUD 2500
305 IF C—11 THEN GOTO 290
307 PRINT AT 2tV-l,3+2*X;CHRS <
307 PRINT AT 2SY-1#3+2*X;CHR* <
28*< M< H X, Y >< >M< 2, X, Y > >+M< l.X, Y>
+I*K2/X, Y )>
310 LET Y*Y—< L > w &>+< 0^2 >
320 IF Y<1 THEN LET Y-l
330 IF Y>8 THEN LET Y-8
340 LET X*X-K D*6 >-< D®4 )
350 IF X<1 THEN LET X-l
360 IF X>8 THEN LET X=8
370 GOTO 270
390 IF D*< X/ Y )+A*< Y, X )“*'< 2*lsP )
" OR M< LX/YX>M< 2, X, Y ) THEN GOT
0 280
40O PRINT AT 2*Y-1»3+2*X;P
405 LET M(P/X» Y )™P
410 NEXT P
42Q NEXT M
500 LET X-0
510 LET Y-0
520 LET P-l-KP-l)
530 PRINT AT 2*Y,3*2*X;
540 GOSUB 2300
565 PRINT AT 2*Y.3+2*Xi" "
570 IF <<D»2 OR D-8> AND X> OR
<<D»4 OR D“6 > AND Y> THEN GOTO 7
00
580 LET Y-Y+<D"2>*<Y<8>-<D«8>*<
Y>Q>
59Q LET X"X+< D*6 >*< X<8 )-< D*4 )*<
X>0>
A BOARD is displayed, compris¬
ing horizontal and venical
strips, each with several holes
in it. Each strip can be moved to three
positions and the markings at the bot¬
tom and right-hand side indicate where
they start.
If a horizontal strip has a hole in the
play area it is showrn as a gap in the line.
If a vertical strip has a hole in the play
area it is visible only when it coincides
with a hole in the vertical strip, in
which case it appears as a hole.
The game begins with the two play¬
ers taking turns to set their numbers on
the board. Player one moves the cursor
with keys 2,Q,W and A and sets a
number with Z. Player two moves the
cursor with 0, 0,P and L and sets a
number with. When each player has set
eight numbers the cursor will move to a
slightly higher position on the screen.
Players must then take turns to choose a
strip to move. The cursor then moves
along the left and top of the board, so
that a control key in line with the edge
will move the cursor, and a control key
in line with a strip will move that strip,
line with a strip will move that strip.
When the strips are moved so that a
number stands on a hole it will fall
through and vanish. The object of the
game is to remove all your opponent’s
numbers.
Fall Through was written for the
16K ZX-81 by R Entwistle a nd so n of
Cheltenham. S'
OW 1 -
a:: ■::/-}
m
// m
X'
s'o 1
mm
T">*
"W-
' 7\T
''at..
SINCLAIR PRCXiRAMS August 1983
39
1061 LET M<1,N,Y>=0
1062 LET S<1>-S<1>-l
1065 IF HOT M< 2, N, Y > THEN GOTO 1
070
1066 LET M<2,N,Y>=0
1067 LET S< 2 >=S< 2 >-1
107Q PRINT RT 2*Y-1,3+2*N;" "
1088 NEXT N
2000 IF S(lX-0 OR S< 2 X =0 THEN
GOTO 202O
2010 GOTO 50d
2020 IF S< 1 ><=0 THEN PRINT RT 20
,0;"PLAYER 1 HRS LOST"
20-30 IF S< 2 ><=8 THEN PRINT RT 21
/0;"PLAYER 2 HRS LOST"
2040 PRINT RT 0,10;"PRESS N/L TO
REPLAY"
2050 INPUT K*
j:060 RUN
2500 LET K*-INKEY*
2510 IF P=1 THEN LET 0»2*<KS="fl"
>+4*< K*“"Cl" >+6*<KS-“U" >+8*< K*-"2
" >+11*< K*-"2" >
2520 IF P=2 THEN LET 0=2*<KS—L"
«+4*< KS="0" >4■b*<K*="P ,, >+8*< KS="0
" >4-11*< KS—“. " >
2530 IF NOT D THEN GOTO 25O0
2540 RETURN
3000 CLEAR
3010 SAVE "FAIL THROUGh"
3020 RUN
1 >
970 LET A<Y>-R<Y>-1
1000 FOR N-l TO 2
1010 PRINT RT 2*Y,2*N+20;CHRS <1
28*< N<-A<Y>>>
1020 NEXT N
1030 FOR N-l TO 8
1040 PRINT RT 2*Y,3+2*N;CHRS <12
8#<RS<Y,N>»" H >+13l*<DS<N,Y>=" '*
AND A$< Y,N>-"< isP >•• >>;
1050 IF DS< N, Y >—*' " OR RS<Y,N>«‘
" THEN GOTO 1080
1068 IF NOT M<1,N.Y> THEN GOTO 1
065
A STRING of random characters is
printed at the top of the screen
and one of them also appears at
the bottom. Using the keys “Q”—left,
“E”—right, and “P”—fire, you must
shoot the character from the string at
the top.
Your time to achieve that is limited
and decreases after each shot. When the
inverse “X” reaches the right of the
screen your time has expired. The game
ends when you miss for the third time.
Alpha Attack was written for the
16K Spectrum by Laurence Wood of
Northampton.
6O0 GOTO
700 IF HOT X THEN GOTO 704
781 IF <0-2 AND D< X>-2 > OR <0-8
AND 0< X >«0) THEN GOTO 530
704 Ih NOT Y THEN GOTO 710
705 IF <0=4 AND R<Y>-0> OR <0-6
AND A<Y>-2> THEN GOTO 530
710 IF 002 THEN GOTO 750
720 LET DS<X>=DS<X, 10>+D*<X, 1 T
0 9>
730 LET D< X >-D< X >+l
749 GOTO 80O
750 IF 008 THEN GOTO 900
760 LET DS<X>-DS<X,2 TO >+0*<X,
1 > .
770 LET D<X>=D< X >-l
800 FOR N=1 TO 2
810 PRINT AT 2*N+16,2*X+3;CHRS
<128*<N<-D<X>>>
820 NEXT N
830 FOR N=1 TO 8
840 PRINT AT 2*N,3+2*X;CHRS <12
8*<fl*<N,X>-" " >+l31*<DS<X,N>=" "
AND RS<N,X>-"< isP >" >>;
850 IF DS<X,N>-" " OR fl*<N,X>-“
" THEN GOTO 880
059 IF NOT M<1,X,N> THEN GOTO 8
65
060 LET S< 1 >-S< 1 )-l
861 LET M<l,X,N>-0
865 IF NOT M< 2, X, N > THEN GOTO 8
70
866 LET M<2,X,N>-0
867 LET S< 2 >-S< 2 >-l
870 PRINT AT 2*N-1,3+2*X;" "
080 NEXT N
890 GOTO 2000
900 IF 006 THEN GOTO 950
920 LET fl*< Y>-RS<Y, 10)+fl*<Y, 1 T
0 9)
930 LET A< Y >-fl< Y >+l
940 GOTO 1000
950 IF 004 THEN GOTO 2000
960 LET AS< Y >-BS< Y,2 TO >+RS<Y,
9 PRINT RT 10/ 10; ”Rr»y key": p
RUSE 0
10 LET y=40 - LET j=2- LET n=0
LET s=0 LET 1=15
20 CLS
30 BORDER 6 PAPER 7- INK 1
40 CLS ' IF m=3 THEN GO TO 580
50 FOR f«3 TO 25
60 PRINT RT 3/f;CHRS <<RND*100
>+27 >
70 NEXT f
75 LET y-y+2
80 GO TO 180
90 FOR t-y TO 100
100 IF t>70 THEN PRINT RT 5,t-7
0s "< aP ix > '*
110 BEEP .009/fc-40
120 PRINT RT 20.1;"<sP : i96 : it 9
6 sP )" -
~T$8 LET l-l+CINKEYS«"e">-<INKEY
i » 0 >-< 1-28 >
140 IF INKEY«="P" THEN BEEP .00
5,10: BEEP .007,3- GO TO 220
150 NEXT t
160 BEEP 1,-50
170 LET m-m+1’ GO TO 40
180 LET aS-SCREEN* <3,INT <RND*
20 >+ 3 >
190 PRINT RT 0,22;"SCORE- ";s;R
T 0,0;"Misses' ";ro
200 PRINT RT INT <RND*10>+10,IN
T <RND*30>;*S
210 GO TO 90
220 FOR z-19 TO 4 STEP -1« PRIN
T RT z,l+2NEXT z
230 IF SCREENS <3, !+2><>aS THEN
BEEP .2,-30: BEEP .2,-60- LET m
-ro+1 GO TO 40
240 LET s-s+1
250 BEEP .01,10- BEEP .01,20
260 GO TO 40
500 BEEP .7,-30: BEEP .7,-60- C
LS
510 PRINT RT 10,9; FLASH 1;" Th
ird miss ! "; FLASH 8;AT 2, 11?"S
core - ";s;AT 13,5;"Rny key to P
lay a9air»"
520 PAUSE 9
538 GO TO 10
m
40
SINCLAIR PROGRAMS August 1983
T HE OBJECT is to collect as
many honeypots as possible from
the tree on the left of the screen.
To get a honeypot you must jump over
the rolling boulders, the hole and the
wall. Once you are under the honeypot
it will fall down to you. Move left with
“5”, right with “8” and jump with
“ 0 ”.
Snuffles was written for the 16K
ZX-81 by J Hallett of Helston, Corn¬
wall.
6 LET Y”23
7 LET F-C
10 LET R$< 1 >•=■'•< 2*sP 1 4*9h • 2-tsP >
ii
11 LET -C*9h»sP V*
12 LET fW3>*"<3*9h>"
13 LET m<. 4 >*"< SP *- 6*9h * sp >"
14 LET fi*<5 >»"< 2*sP■4*9h* 2*sP>
15 LET R'*<6 "< 3*sP■98■95 *3*sP
1 £ LET R$< 7 )=■“< 3*sP • 93 * 95 • 3*sP
y«
17 LET fl*<8>» ,, <3*sP * 98 * 95 *• 3*sP
y
18 LET A*< 3 >= "< 3*sP • 98 : 95 • 3*sP
19 FOR N=1 TO 3
20 PRINT R$<N>
21 NEXT H
22 PRINT RT 9,O; M <16*97 *sP•14*
97 V
23 LET X=8
24 PRINT RT 4,4;"U"
25 PRINT RT 8,F;" 0“
26 LET IINKEY*
27 IF I*= M 5" THEN LET Y~Y-1
30 IF I*="6" THEN LET Y«Y+1
31 PRINT RT X, Y;" 8
32 LET F=F+1
33 PRINT RT 8,11;"<95>“
34 IF X=8 RND Y=19 OR Y»F THEN
GOSUB 1000
35 PRINT RT X-1,Y; M
36 IF F>=25 THEN LET F=6
37 IF Y=15 AND X»8 THEN GOSUB
2900
38 IF Y=5 THEN GOSUB 3000
39 PRINT RT 8,25;"
40 GOTO 23
1000 PRINT RT 10,10;"SPLAT.SCORE
= "; SC
1020 STOP
2000 PRINT RT X,Y;" ";RT X+
1,Y+1;"8";RT 10,10;"RRRGH.SCORE*
"; SC
2020 STOP
3O00 PRINT RT 4,4; "<9h.V; RT 8,5;
"U"
3018 PAUSE 100
3020 LET SC-SC+10
3030 CLS
3040 GOTO 5
10
SINCLAIR PROGRAMS August 1983
M ONEY BAGS was written by
R Smith of Scunthorpe, South
Humberside. Race from your
starting position to the “H”, jumping
the barrels using “K” and jumping for
the money bags to collect extra points.
Use “M” to go straight ahead, and “Z”
to go backwards. You score in pounds
and gain an extra life on accumulating
£1,500.
Money Bags is for the 16K Spec¬
trum.
1 PAPER 0: INK 4: BORDER 0-C
LS
2 GO SUB 120
3 LET hi=3S00- LET h*="3PECTR
UM"
4 POKE 23658,0 : LET 1-3= LET
LET t-0
5 LET a.-1+INT <RND*28>- LET y
-19* LET x-0
6 CLS
7 IF t>-100 THEN PRINT RT 2,
31 ) “to¬
la PLOT 0,15- DRAW 255,0
20 PLOT 0,87- DRRW 255,0
30 PLOT 0,135= DRRW 255,0
40 FOR n-U TO 19- PRINT RT n,
*; INK 2;"c"' NEXT n
50 FOR n-5 TO 10= PRINT RT n,<
*x*+10>; INK 2; "c" ■ NEXT n
55 PRINT INK 6;RT 3,<a/a+15>;
"fab"
60 GO SUB 250
70 PRINT RT 3*31;"H"
80 IF RND>.3 THEN GO SUB 200
90 PRINT RT 0,0;“Money=*";t;"
Lives.-"; l ‘ "Hx icore-* 1 ;hi; " By
";h*
100 PRINT RT 18,a-1;" M ;RT 19
,aj" “;RT 9,<a/a+9>;" ";RT 10
,<a/a+10>;" INK 2;RT 10, a;
"' TRB a;"i:‘;RT 9, < a/a+10 >; *£?' TR
B C*/a+10 • GO TO 60
110 PRINT RT y,x+l;"b M = LET t-t
+ 10O' BEEP .01,0 BE^P - .01,2- BE
EP .01,4 GO TO 5
120 FOR n-USR "a" TO USR ,, c ,, +7
130 READ a- POKE n,a = NEXT n
140 DATA 56,56,56,16,124,16,40,
108.126.60.102.219.143.223.195.1
26.129.255.129.123.129.255.129.1
29
150 RETURN
200 LET b-y * FOR n=30 TO 1 STEP
-1- PRINT RT b,n;" 0 "- GO SUB
250 : NEXT n
210 RETURN
250 IF INKEY*-“k" THEN LET y=y
-1* LET a*-"k"' PRINT RT y+l,x;"
W
251 IF SCREEN* <y ,x+2)= ,, 0" THEN
LET 1=1-1- BEEP .5,50
252 IF t-1500 THEN LET l«+l
253 IF RTTR <y-l,x+l>-2 THEN L
ET y-y-3’ GO TO 253
254 IF RTTR <y,x+2>-6 THEN LET
t-t+50 = BEEP .1,0
255 IF SCREEN* <y-1,x+2>-"H" TH
EN GO TO 110
256 IF I< —0 THEN GO TO 300
260 PRINT RT y,x;" a " ; RT y-l,x
- 1 ;" ” —
270 IF a*=“k" THEN LET x-x+1«
LET y-y+1- LET a*-" "
280 LET x-x+<INKEY*="m" AND x<2
9>-< INKEY#="z" RND x>l >
290 RETURN
300 CLS = POKE 23658,8
310 IF t>hi THEN LET hi-t' PRI
NT RT 10,5; FLASH l;"YOU HAVE TH
E HIGH ";RT 11,5; INVERSE 1 j"SC 0
RE! PLEASE ENTER YOR NAME AFTER
THE TONE."- PAUSE 100' BEEP 1,-1
0- INPUT h*
320 CLS - PRINT RT 6,6;"Your sc
ore=£";t"TAB 8;"Hi9h score»£";h
i''TRB 10;"By “; FLASH l;h*
330 INPUT '"'"Another 90 CY/N>
";b* = IF b*-"Y" THEN GO TO 4
340 IF b*< >"N" THEN GO TO 330
360 STOP
12
SINCLAIR PROGRAMS February 1984
OL ARE involved m a desperate
shoot-out with the Gangsters in
a car park. Faces appear in the
darkness and you must shoot them with
key “ 0 ”. P J Irwin, of Bembridge, Isle
of Wight, who wrote the game for the
16K Spectrum, says that anything more
than 70 is a good score.
3 L-tr FN n*x,y <x-y
> V2
5 DEF FN u<. >*-C65536*P£hK 2367
4+'2Sfi*REEK 236734-PEEK 23672 V5G
7 DEF FH t< >-FH w<FN u< >/FN u
i '• )
9 LEI hs*0
1(1 PAPER 0- BORDER 0 INK 5’ C
LS
15 cu sub yeoo
20 INPUT "Instructions 'ENTER
' for y«>"j LINE »* IF CODE
a*-t21 OR CODE 3.%-- 89 THEN CO SUB
SO0
30 RESTORE 200 DIM a<32>' FOR
f’2 TO 30 STEP 2 READ Kf) NE
XT f
40 INPUT "'ENTER' Level <5-har
d to 1-easylev IF lev<l OR l
*v>5 THEN CO TO 40
SO LET ui-0 LET x-4 LET sc^O*
LET c“-l LET 9-15
60 PAPER O BORDER 0 INK 5- C
LS
70 CIRCLE 23B.08/8• CIRCLE 238
.80,1.5
80 PLOT 250.113- DRAW -5,-5' D
RAW -25,0- DRAW 0,-20 DRAW 6,0'
DRAW 24,0,-3.3
90 INK 6- PLOT 148,100- DRAW 3
2.0,-0.0- DRAW -32,O,-0.8 DRAW
0,-48- DRAW 32,0,0.8- DRAW 0,48
100 PRINT AT 12/19/“ 01 l"
110 INK 4 PLOT 0,119 DRAW 82.
O' DRAW 0,-8- DRAW -32,0 DRAW O
,-0 DRAW 32,0 DRAW 0,-8’ DRAW
-32.0- DRAW 0,-0- DRAW 32,0- ORA
W 0,24
120 PLOT 8,119 DRAW 0,-8 DRAW
0,0 DRAW 0,-8- DRAW - 8,0 DRAW
0,-8 DRAW 8.0- DRAW 0,-8
l30 PLOT 24,119- DRAW 0,-8 PLO
T 24,103- DRAW 0,-8
148 INK 2- PLOT 64,40 DRAW 48.
0.-2.5
150 POKE 23674.0- POKE 236/3,0-
POKL 23672,0
160 INK 3 PRINT AT 2.11; INK 7
short rut'"
170 FOP x-l TO 3 BEEP .05,58'
PAUSE 5 NEXT x- __ -
ISO PRINT AT 18,15; INK 2;
190 PRINT AT 21,3; INK 5;”‘Score
PRINT AT 21,21; INK. 5; M Hi9h
. H
208 LET 4—FN t<V IF 4>60 THEN
.0 TO 900
210 LET f-9-< INKEY*- ,, 5" AND 9>0
>+<INKEYS-"S" AND 9<3l >
228 IF f<>9 THEN PRINT AT 18,9;
•• M
280 IF f< >9 THEN PRINT AT 18,f;
INK 2 j"JL“ LLT 9-c
240 IF INKEYS--0- THEN CO SUB 7
50
250 IF sr>hs THEN LEI hs-sc■ LB
T w-1
260 PRINT AT 21.9; INK 5;sc PR
INT AT 21,26; INK 5; FLASH w;hs
500 LET c~i~* 1 IF c-23-lev*3 TH
EN LET ( 0 PRINT AT a.<x>,x; PRP
ER 0;“ "
510 IF C-0 THEN LET x~INT <RNDt
15 '*1 LET x-x*2 PRINT AT a<X>,
x; “A”
53T GO TO 200
750 IF 9 X s x THEN BEEP .5,-20 R
ETURN
760 FOP C“7 TO O STEP -1* PRINT
AT a< x >, x; INK c. "A" - BEEP .05,
cTlNT CRND*?>M NE>Tr c
770 PRINT AT a<x>,x; PAPER 0;“
M
7G0 LET sc-sc 4-lev • RLTljRN
800 INK 6- CLS PRINT "The ldc
a of the 9aroe is to shoot"""The
outlaws MV who aP p car"" “frorn
heh 1 nd the wa 11 , car, rock “'' ” a rid
oil aruM, by rnovinS uour 9un"
805 PRINT '" 'B' usin9 the curse
r keys 5 5 8"' ’"Fire usir.9 '0' •
your score is
our level"
’dePende-nt on y
BIO PRINT '"Note that it is not
•lesessari ly" " "Possible to hit
every twe"" "You have one rninu
te""'" p,^oss 'ENTER' to star
f
820 LET a*-INKEYS IF CODE a*~l
3 THEN RETURN
830 CU TO 820
900 FUR x-0 Tij 21 PRINT AT x,0
OVER 1■ INK 7;"< 32¥isP >" BEEP
.01, x*2 ' NEXT x
910 PRINT AT 19,11, FLASH 1; PA
PER 7; INK 4;"Cane over"
920 PRINT AT 21,3; PAPE'R 7; "Sco
re-“;sc
930 PRINT AT 21,21. PAPER 7;"Hi
9h ";he
940 INPUT "Another 9o?<'ENTER'
n for no)"; LINE a* IF CODE a*-
UO UP CODE a*“73 THEN STOP
350 FLASH 0- CO*TO 40
20OO DATA 6,8,16,14,13,14,17.10,
8,7,3,5.6,7,7
9000 RESTORE 9020 FOP y-USP "a"
TO OOP "b“ + 7 READ a* POKE x,a-
NEXT x
901O RETURN
•‘020 DATA 238,16,146,16,32,56,13
0, 124
•-«' (30 DAI A 8,0,16, 16,56,56,254,25
SINCLAIR PROGRAMS October 1983
53
10 REM "E"
15 LET S®PI-PI
20 LET fl*VRL "12“
25 LET B=PI-PI
30 LET OVRL "3"
35 CLS
48 LET T*S
45 LET B=B+VRL "2“
60 IF B«VflL "16" THEN PRINT S;
" HITS";X
55 LET fl**"<2*sP-*9a*i w *9t*sP ; 9
t • i w ! 9« : sP • 9y 5 i “ • 9t ? sp • 9t. • i u • 9y •
sp f 9y * i ll *9t *2#sP >"
60 LET B$*="<2.tsP-9t -i °'9y-SP 9
y ! i " ! 9fc : sp ! 9t ! i " • 9y • sP 1 9y : i 11 * 9t :
sp ; 9t*i" ! 9a r 2#sP>" \
65 PRINT RT VRL "16",R-VRL "2"
; "<sP * 93 5 ii : 94 : sP >"
70 PRINT RT
75 LET T=T+SGN PI
. i ti .
u .
T HE INVADERS descend slowly,
speeding as you fire at them.
Move left with “1”, right with
“3”, and fire with “0”. How many
aliens can you hit before you are annihi¬
lated?
81 Invaders was written by Gary
Shields for the IK ZX-81.
mens
00 IF T=VRL "50" THEN GOTO VRL
"35"
85 IF lNKEY$-"0" THEN GOTO VRL
"115"
90 LET G-RND*VRL "3
95 LET R-R-K INKEY$-"3">-<INKEY
=s"l" >
100 PRINT RT BiCiB*
105 LET C*C+<<G>-1.5> AND C<VRL
"7">-< < G<1- 5 > RND C>SGN PI )
110 GOTO VRL "65"
115 PRINT RT B,R;"+"
120 IF R*<<fl-C>+SGN PIK>"0.">"
THEN GOTO VRL "65"
125 LET R$< R-C TO fl-02>«"
130 LET B5KR-C TO R-C+
135 PRINT RT B/fl-SGN Pi;"TTY"
140 LET S=S+SGN Pi-
145 IF R$="
" THEN GOTO VRL "55"
150 GOTO VRL "65"
SINCLAIR PROGRAMS September 1983
20 LET T-120
50 PRINT RT 15,21J"fl"
60 PRINT TAB 21j"<inverse sP ac
*>"
70 PRINT TAB 21; inverse sPac
e > "
80 PRINT TAB 20;"(9raPhic T,sP
■ace,9raPhic Y>"
85 PRINT "<inverse sPace,twent
y two 9raPhic Gs>"
100 FOR N=0 TO 19
105 PRINT AT 19,N;"<inverse sPa
ce >"
110 LET A*INT <RND#10 >
120 LET B«INT <RND*100>
130 PRINT AT 21, Si R+B;" - ";B;"
a 11
140 PRINT AT 19,27;Tj" "
150 LET A**INKEY*
168 PRINT ,,,A*;"<inverse space
V AND A**""
170 IF A*=»STR* A THEN NEXT N
130 LET T-T-l
190 IF N< >20 THEN GOTO 140+<T<0
>#140
200 FOR N*=l TO 50
210 PRINT AT 18,21;" "
220 PRINT AT 13,21;"V"
230 NEXT N
240 POKE 16418,5
250 FOR N»1 TO 19
260 SCROLL
270 NEXT N
T AKE OFF for the IK ZX-81,
which was sent by C Robinson of
Slough, Berkshire challenges
your mathematical speed and accuracy.
A rocket is on the launch pad and time
is ticking away. Fuel must be delivered
to the rocket along the underground
pipeline by answering 20 questions cor¬
rectly before the time reaches zero.
If your skill at subtraction is good
enough for the test the rocket will blast
into outer space; if not, it will be left
stranded. Lower-case letters in brackets
indicate graphics instructions.
SINCLAIR PROGRAMS May 1983
27
milD’ yyx.uuiilltliilil
10 PRINT AT 10,12;"REBOUND"= B
EfcT -5,20- BEEP .4,15- PAUSE 150
• PRINT RT 10,9;"by PHIL WILLCOX
" BEEP .05,6 BEEP .95,4- BEEP
.05,2' BEEP .05,0- BEEP .05,4- P
RUSE 180
15 RANDOMIZE
20 PRINT RT 19,9;“INSTRUCTIONS
? BEEP .1,20- BEEP .1,10
• PAUSE O
30 IF INKEY**"y" THEN GO SUB e
50O
50 LET hs-0
60 RESTORE 9000- GO SUB 9000
70 PAPER O BORDER 5- INK 5- C
LS
80 FOR f-0 TO 31- PRINT RT 0,f
; "< iaP )" • NEXT f
90 FOR f*0 TO 31 STEP 31 FOR
9-1 TO 20 PRINT RT 9, f;"<isP>"-
NEXT 9 NEXT f
100 LET k-0
390 IF O-20 THEN LET a*-"D
ET co*6 “
4O0 LET 9-5
410 PRINT ; PRPER 0;RT 21,1
100 PRINT RT f,9;"<xsP>"
190 NEXT 9
200 LET k-k+1
210 NEXT f
220 PRINT RT 12,15;“< 2*i£P >";RT
13, 14; "<4*l£P >■• :RT 14, 13; “<6tis
>" >RT 15,12;'*<8txsP >"
230 FOR f-16 TO 20 FOR 9-11 TO
20 PRINT RT t',9; "< isP >" - NEXT
• NEXT ♦'
240 LET k-10* LET P-21
250 FOR t'-l TO 10
420 PRPER 0* INK 7 PRINT RT 21
430 PRINT INK co;R1 v,h;j.*
440 IF INKEY*="b" THEN GO SUB 7
90O- IF 9*30—h THEN GO TO 7100
450 LET 9*9*K INKEY*-"0" AND 9<9
>-<INKEYS*"5" AND 9>0>
460 LET vy-INT <RND*60-c>+1
470 IF vy<2 THEN PRINT RT v,h;"
"> LET v—v—1
480 IF v-12 THEN GO TO 7500
500 IF RND<.15 RND h<30 THEN PR
INT RT v,h;. LET h*h+l- GO TO
410
510 IP RND<.3 PND h>21 THEN PRI
NT RT v,h;" "* LET h-h-1
520 GO TO 419
260 PRINT RT f ,ki "< lj. >" JRT f.P
< ib>“
270 LET k*k-l’ LET P-P + l
280 NEXT f
290 LET k-14- LET P*!7
30O FOR f«12 TO 15
310 PRINT RT f, k ; "fi"; RT
320 LET k*k-T• LEf"T-P+l
330 NEXT f
340 LET s*0- LET miss*0* LET c
350 IF s>hs THEN LET hs-2
360 PRPER 5- INK O' PRINT RT 0,
0:"SCORE M ;t,“HI SCORE ";hs;RT 1
7,12;"ESCAPED ";RT 19,l5;miss
370 LET h-INT <21*9tRND> LET v
*21
3S0 IF c<20 THEN LET - LE
T co-2 —
7100 FOR 4-1 TO 3- PRINT RT v,h
FLRSH 1; BRIGHT 1; INK !
EEP .001,50- BEEP .001,40- BEEP
.001,20’ BEEP .002,1- NEXT 4
7110 PRINT RT v,h;" "
7115 LET s-5+5+c*2• LET c-c+!
7129 GO TO 350
7500 PRINT FLRSH 1; BRIGHT 1;RT
120 PRINT RT C,9;"<isP >"
130 NEXT 9
140 LET k-k + l
150 NEXT f
160 LET k*0
170 FOR f-1 TO 9- FOR 9-22+k TO
30
30
SINCLAIR PROGRAMS October 1983
v,h;"*"• BEEP .05,-2- BEEP .05,-
12- BEEP .02,-40 PRINT AT v,hj“
"• LET miss”miss+l •
?505 IF mi&s»5 THEN GO TO 76Q0
7510 GO TO 350
7600 CLS • PRINT AT JO,13;"GURRY
1 ";RT 12,10;"YOU LET TOO";RT 14,
10;"MANY ESCAPE"' PAUSE 50‘ PRIN
T AT 5,1;"You scored ";s- FOP f-
30 TO -30- BEEP . 0025, *' • NEXT f-
PRINT AT 20.3;"Press ? kev for
o.rtofh:r go"
. 7610 PAUSE 0
7620 GO TO 60
7900 BEEP .01,1- BEEP .01,15 BE
EP .01,35
£000 BEEP .01,1* BEEP .01,15- BE
EP .01,35
3010 PLOT 9*8+12,9 - DRAW 0,75+9*
8- BEEP .01,30- PLOT OVER 1;9*8+
12,9- DRAW OVER 1;0,75+9*8 BEEP
.015,35
8O20 PLOT 9*8+12,9+<75+9*8V DRA
W 232-9*16,0- PLOT OVER 1;9*8+12
,9+<75+9*8>• DRAW OVER 1;232-9*1
6,0
8030 PLOT <9*0+12>+<232-9*16>, 3+
<75+9*8>• DRAW 9,-<75+9*8>• 8EEP
.0075,20- PLOT OVER 1J<9*8+12>+
<232-9*16>,9+<75+9*8DRAW OVER
1>0,-<75+9*0>
8040 RETURN
8590 CLS - PRINT TAB £;-INSTRUCT
IONS"'' "Shoot- the s as they
try to escaPe" *' "Move your coam
ic cannon with the ~5~ and ~8~ k
eys, and Press ~b~to "The
y become Pro9ressively harderto
hit - but score more Points as
they do"
0510 PRINT ""The 9ame ends if v
ou. let five escape <they dlsa.P
pear into hyPersPace at a ce
rtain altitude -Pres
s a key to Play"
8520 PAUSE 0
8530 CLS - RETURN
6398 RETURN
9000 FOR f*144 TO 143
9010 FOR n-0 TO 7- READ 2
9020 POKE USR CHRS f+n,r NEXT n
• NEXT f
9930 DATA 1,3,7,15,31,63,127,255
9031 DATA 128,192,224,240,248,25
2,254,255
9032 DATA 24,24,69,69,60,126,126
, 126
9033 DATA 60,126,219,219,126,69,
66.129
9034 DATA 129,102,126,60,60.126,
102.129
9040 RETURN
S HOOT THE missiles as they try
to escape their planet’s atmo¬
sphere on the right of the screen.
If five escape into hyperspace they will
destroy your home planet and the game
will end. Your cosmic cannon is situat¬
ed on the left of the screen. It moves left
with “5”, right with “8”, and fires with
“B”. Its shots travel upwards, hit the
top of the play area and ricochet down
on the right. Skill is needed to aim them
correctly.
Rebound was written for the 16K
Spectrum by P J Willcox of Ely, Cardiff
and is this month's program of the
month. Willcox works in a local hospi¬
tal and bought his Spectrum primarily
for his children to use. He found the
games which could be played on it
captivating and began to write his own.
In the future he would like to write a
program which would provide complete
horoscopes. After that his plans are
more optimistic. He would like to learn
machine code and write a program
which would make his fortune.
SINCLAIR PROGRAMS October 1983
31
Y OU PLAY the part of an enthusi¬
astic gardener, determined to
make all your roses bloom in the
time allowed. To do so you have sought
fertiliser and found a supplier in the
form of a carthorse. Move yourself with
the usual cursor keys to pick up the evil¬
smelling green lumps with a shovel and
place them at the foot of your rose
stalks. Good for the Roses was written
for the 16K Spectrum by P Greenwood
of Torrisholme, Morecambe.
10 GO SUB 9000
20 GO SUB 6000
00 GO SUB 7000
40 GO SUB 6000
50 LET t-t-1
60 PRINT INK 3; AT l,6;t;" “
70 IF t-0 THEN GO TO 4000
80 GO TO 38
4080 INPUT "PRESS ENTER TO PLRY
AGAIN" ; W®
4810 GO TO 20
5800 PRINT FLASH 1;AT 21,10;" WE
LL DONE "
5100 GO TO 4000
5500 PRINT AT hy-l,hhx;" ";AT
hy,hhx ; H _AB_";AT hy+l,hhx;" CD
INK 2; FLASH 1; OVER 1;AT It 7+
l,hhx+l;-NO-
5510 FOR TO -30 STEP -1
5520 8EEP .05,4
5530 NEXT 4
5540 GO TO 4000
6000 LET xl-x-KINKEY*-"8" AND x<
30 )-<INKEY**"5" AND x>0>
6010 LET yl«y+< INKEY§-"£" AND y<
19>-<INKEY*-"7" AND y>3>
6020 IF y-yl AND x-xl THEN RETUR
N
6930 PRINT AT y,x;" ";AT y+l,x;"
M
6040 IF ATTR <yl,xl»5€ OR ATTR
<yl + l,xl»56 THEN LET *1-*. LET
xl*x
6059 IF ATTR <y 1*1.xl + 1»12? THE
N LET s=i GO TO 6080
6960 IF ATTR <yl + l,xl + 1 >>56 THEN
LET *1-*' LET xl«x
6090 PRINT INK 1;AT yl,xl;"E";AT
vl+lsxli W FG"
6090 IF s=l THEN PRINT INK 4; OV
ER is FLASH 1;AT y 1 + 1,xl + l; B H"
6100 IF ATTR <*l,xl+2><>58 AND s
«1 AND y1*19 AND xl>0 THEN PRINT
INK 2;AT l9,xl+2 i‘\T LET s-0
LET r-r+1
6110 PRINT INK 3;AT l,29;r
6120 IF r-10 THEN GO TO 5800
6130 LET y-xl- LET y-yl
t 149 RETURN
7O00 LET hx-hx+1
7019 IF hx=30 THEN LET hx-32
7020 IF hx*62 THEN LET hx-64
7‘J30 IF hx-94 THEN LET hx=0
7040 IF hx<31 THEN LET hy-3^ LET
hhx-hx
7050 IF hx>31 AND hx<63 THEN LET
hy=10* LET hhx-hx-32
7069 IF hx>63 THEN LET hy-l?‘ LE
T hhx-hx-64
7070 IF hx-32 THEN PRINT AT 3,30
i " ";AT 4,30;" "
7060 IF hx-64 THEN PRINT AT 10,3
0;" ";AT 11,30;" "
7098 IF hx-0 THEN PRINT AT 17,30
";AT 18,30;" "
7100 IF ATTR (. hy, hhx+1 )»57 OR AT
TR < hy +1,hhx*1>»57 THEN GO TO 55
00
7105 IF ATTR <hy,hhx+2>5? OR AT
TR < hy +1,hhx+2 >*57 THEN GO TO 55
00
7110 PRINT AT hy , hhx; " RB_" ; AT hy
+1,hhx;" CD-
7115 IF hK7«Q THEN GO TO 7130
7120 IF RNO>0.98 THEN GO SUB 750
0
7130 RETURN
7500 PRINT INK 4; FLASH 1;AT hy+
1,hhx;"H"
7510 FOR 4-1 TO 20
7520 BEEP .01,-20 BEEP .01,-10
7530 NEXT 4 •
7540 RETURN
600O BORDER 5 CLS
SINCLAIR PROGRAMS September 1983
\
e&05 LET t-500
e010 PRINT PAPER 2; INK 7; AT 0,1
0i" HORSE-MUCK "
0020 PRINT INK 3;AT 1,1;"TIME-";
tiflT 1,23;"ROSES-0"
0030 PRINT INK 2;AT 6,3; "L< >M
UitP W'iAT 6,12; "L< i%? "5
,20i i*P IHJ,/ i»P M u 1*P >M"
0040 PRINT INK 6;AT 7,3; "K<~i*P >K
K< 1 *P >J<" ; AT 7, 12; "J« 1»P >K1';AT 7
,20; "K< i SP >KJt< 1*P >£_ K< i»P >K"
8059 PRINT INK 6; AT 0, 3i "< i»P ){$(
i»P> (l*P)K(l*P)"iAT 8,12;"<l»P>
K< laP )" i AT 8,20;"< i»P )J« l»P > (I*
P )K< 1»P ) < IsP >KC 1*P V
9060 PRINT INK 2iAT 13,l;"L<i*P>
M L(itP )M"iflT 13,13;"L<l»P>M Lt 1
*P7M" i AT - 13,25; "L< l*P“5h"
8070 PRINT INK 6;AT 14,i;"K<l*P>
K K< 1»P )K"; AT 14,13; "K< i*P 5K K< l
* )K" j AT 14,25; "K< isP >K"
8080 PRINT INK 6;AT 15, 1; isP >K
<1*P> < i»P )K< i*P >";AT 15,13; "< lft
P )K< 1»P > < IsP >K< t»P >";AT 15,25;'*
< i*P >K< i»P >"
8030 FOR 4-3 TO 30 STEP 3
8091 PRINT INK 4;AT 20,4;"I"
8092 NEXT 4
9100 PRINT AT 3,1; *'AB"; AT 4,1;'*C
9110 DATA 0,0,0,0,127,255,255,25
9180 DATA 0,0,0,0,24,60,0,0
9130 DATA 8,8,8,0,0,0,8,8
9200 DATA 0,0,60,126,126,255,189
,28
9210 DATA 255,195,195,193,195,19
5,195,195
9220 DATA 0,3,7,15,31,63,127,255
8110 PRINT INK 11AT 19,0;"E'*;AT
20,0;"FG" —
8120 LET x—0 1 LET a-19- LET hx-0
• LET h*«3
8130 LET r-0
8140 LET *-0
8200 RETURN
9000 FOR A-USR TO USR •*o"*7
9810 READ b* POKE *,b
9020 NEXT a
9030 RETURN
9120 DATA 8,28,58,127,243,224,22
4,224
9130 DATA 127,192,160,160,144,14
4,72,0
9140 DATA 224,32,80,72,136,132,6
8,0
9150 DATA 0.56,56,16,48,88,140,8
9230 DATA 0,192,224,240,240,252
254,255
9240 DATA 0,0,0,0,0,3,103,255
9250 DATA 0,0,0,0,0,98,187,255
9160 DATA 88,20,18,41,72,132,132
, 198
9170 DATA 0,0,0,0,128,64,60,0
1
2
130
5
10
DRAW
0
20
,50'
30
40
50
60
70
-c +1
80
90
100
LET d a &0• LET e-20
LET a-80’ LET b-100 LET e-
FOR z~0 TO 40
CLS t PLOT x.i DRAW 50,0'
0,50' DRAW -50,0- DRAW 0. 5
PLOT b,b 1 DRAW 50,0 DRAW 0
DRAW -50,0' DRAW 0,-50
PLOT d,d DRAW b-a.b-a
PLOT 130,d- DRAW e.b-a
PLOT d,130 : DRAW b-a,e
PLOT 130.130- DRAW e,e
LET b-b-1 LET e-e-1- LET c
PAUSE 10
NEXT x
LET d-88 LET e-20
102 LET a^30: LET b*-60' LET c-9
i
105 FOR z*0 TO 40
110
DRAW
0
128
,50-
130
140
150
160
170
-c— 1
189
190
CLS * PLOT a,a DRAW 50,8
0,50- DRAW -50,G DRAW 0,-5
PLOT b.b DRAW 50.0- DRAW 0
DRAW -50,8- DRAW 0,-50
PLOT d,d- DRAW b-a,b-a
PLOT 130,d DRAW -o,b-a
PLOT d,130• DRAW b-a,-e
PLOT 130,130- DRAW -e,-e
LET b«b*l- LET <?*e-l* LET c
PAUSE 10
NEXT z
T HE GRAPHICS on a I6K Spec¬
trum are limited but they can be
used for far more than variations
on a space invader. Ashley Munson of
Watton-at-Stone, Hertfordshire has
written 3D Cube which draws a cube
on the screen and rotates it.
This creation of large three-dimen¬
sional characters seems to be an area
neglected by Spectrum programmers.
We would like to see programs generat¬
ing or utilising this form of graphics.
10
SINCLAIR PROGRAMS September 1983
ANALYSIS
OTHER
AMAZING FEATURES
* Landing and lake ofl
from 4 runways plus
steering on the ground
* Fully Aerobatic
Performance
» Airfield attack By the
enemy
* Cross winds.
Turbulence and
landing in tog.
* 4 Pilot ratings, 0
Beacons, ground
features and map
* Artificial horizon,
radar and flight
computer.
* ILS. Flaps. U/C and
system failures
* 100 % machine code
with complete
instructions and pilot
notes.
inc. VAT & p. & p.
Joystick Compatible
(Kempston, AGF, Sinclair
Interface 2, Protek etc.)'
"Definitely the best
simulation for the
Spectrum..."
- Crash Micro
ONLY THE BEST BECOME A
48K SPECTRU
BY D.K. MARSHALL
A SPECTACULAR FLIGHT SIMULATION OF THE
WORLD'S MOST EXCITING JET FIGHTER WITH
STUNNING 3D COCKPIT VIEW AND THE ^
MOST REALISTIC 3D AIR-TO-AIR /
COMBAT EVER SEEN ON THE
SPECTRUM! ^
The SUPREME SIMULA
it leaves the rest at the /
runway
hreshold!
FOOTBALL
£7.95
48K Spectrum
League Analysis -
Easy to use Pools
Prediction
With 9 methods of
team performance
analysis - let your
Spoctrum guide you lo
your pools selection
NIGHT GUNNER
£6.95
48K Spectrum
Joystick Compatible »
The air battle where
only aces survive -
with enemy fighters
attacking from all
directions, guns
blazing, explosive 3D
ground attack sorties -
and there's still the
flight home.
DIGITAL
INTEGRATION
Watchmoor Trade Centre.
Watchmoor Road,
Camberley. Surrey GUI5 3AJ
Selected products available from:
Boots Wooiworlhs. H M V Menz.es
Greens. Lasky s. Currys. Rumbelows
Dealers Video Palace Zappo and all good
shops
Please send me the
following games tor the
Fighter Pilot 48K
Night Gunner 48K
Football 48K
Taxi (Any Spectrum)
VAT and p & p inclusive within UK
(Overseas me. 55p per cassette)
TAXI
£5.50
Any Spectrum
Become a Taxi Driver
and test your skills - WIZARDS OF
COMPUTER GAMES
SOFTWARE
but beware the
Reckless Drivers'
Fun lor all Uie family
Spectrum
□ £7.95
□ £6.95
□ £7.95 Trade and
□ £5.50 Export
enquiries
welcome.
Lifetime Guarantee Cheques payable to Digital Integration
I enclose a cheque/P.O. for-Total.
Name_
Address.
Spectrum
Please send to Digital Integration. Dept SP6
Watchmoor Trade Centre. Watchmoor Road. Camberley. Surrey GUI5 3AJ
F OR THOSE studying the rudi¬
ments of musical theory, Paul
Wakefield of Woodbridge, Suf¬
folk has written a 16K ZX-81 program,
Take Note. A musical stave is printed
on the screen and you must name each
note as it appears. Notes are preceded
by either the treble or the bass clef.
500
370 PRINT AT 3 , M ; PS
J80 NEXT M
399 GOTO 558
400 LET Nl=N+r
410 IF CODE fl*-33<>Nl+P THEN GO
TO 500
420 PRINT AT 8,M;AS
430 NEXT M
440 GOTO 550
5O0 PRINT AT 1,1;"NOT QUITE RIG
HT. TRY AGAIN.
510 GOTO 340
550 CLS
555 PRINT AT 1,1;"WELL DONE ";N
640 PRINT AT 15,2;"C*3’9lV
650 PRINT AT 16,2; *'<94 >"
660 PRINT AT 17,1;"<98>"
670 PRINT AT 18,1;"<9u>“
688 LET P-2
698 RETURN
700 PRINT AT
710 PRINT AT 9,3;"< 95•99 )"
720 PRINT AT 10,3; "< 9w ’ 90"
730 PRINT AT 11,3;"<2*95>"
740 PRINT AT 12,3; *'< lftP >"
750 PRINT AT 13,2;"<93 95>"
760 PRINT AT 14,2; "< 2*9w >"
770 PRINT AT 15,1;"<9t* 90 9*’9*
3 PRINT "WHAT IS YOUR NAME?"
4 INPUT N*
5 CLS
10 FAST
15 FOR Y-10 TO 18 STEP 2
20 FOR X=1 TO 30
30 PRINT AT Y, X; "< 96 >"
40 NEXT X
59 NEXT Y
60 LET CLEF-INT <RND*2+1>
70 IF CLEFOl THEN GOSUB 6O0
eG IF CLEF-1 THEN GOSUB 700
100 SLOW
'380 FOR M=7 TO 30 STEP 3
305 LET N-INT <RND*11+1>
310 PRINT AT 20-N,M;"<isP>"
320 PRINT AT 21-N,M;"<isP >"
330 PRINT AT 1,1;"WHAT NOTE IS
THIS, ";N*;"7"
340 INPUT A*
350 IF N+P<5 THEN GOTO 400
351 IF N>9 AND P-2 THEN GOTO 36
780 PRItyT AT 16,1;
790 PRINT AT 17,1;
<3*9u-<94 >"
< 95'9u'95'98
560 PRINT "WOULD YOU LIKE SOME
MORE?"
561 INPUT 2*
565 IF CODE 2*062 THEN GOTO 90
608 PRINT AT 18,1>"<9*-96'9w'9t
810 PRINT AT 19,3;"< 95 )"
820 PRINT AT 20,1;"<93•91 95>"
830 PRINT AT 21,1;"<92•96■91>"
940 LET P*0
850 RETURN
990 CLS
910 PRINT AT 10,1;"GOODBYE ";N*
930 STOP
566 CLS
570 GOTO 10
€00 PRINT AT 11,1
94 >"
610 PRINT AT 12,1
620 PRINT AT 13,1
94)"
630 PRINT AT 14,3
360 IF CODE A*-33<>N+P THEN GOT
0 500
361 GOTO 370
365 IF CODE AS-28<>N THEN GOTO
52
SINCLAIR PROGRAMS September 1983
IF t<
FUR e"10 TO
1 REM '’drop"
2 GU SUB 5000
3 LET P*=" U »
4 LET sc—0' LET r>-2- LET 1=3
LET x=3' LET cs=l20
5 LET t-INT <RND*31>
6 IF t>27 THEN GO TO 2' IF t<
2 THEN GO TO 2
7 LET 9*-"<36*xsP >"
8 LET rr.g=" R "
9 LET a*-'’ PT "
10 INPUT "wfilF speed?
11 PRINT PT 13,0; INK 4;:S
12 IF £>10 THEN GO TO 10
20 PRINT AT 21,3;"Press arw ke
v to start"
40 PRUSE 0
41 PRUSE 20- CLS • FOR e«l0 TO
1 STEP -1
42 LET t*INT <RND*30>
43 CLS - PRINT RT 0,0;"SCORE*"
;sc ; " LIVES*"; l; " DROPS 1 ®";<?
45 LET 3-r, LET b-0
47 PR INI RT 10, t; INK 0; ,; XXX"
43 REM **PLANE**
50 PRINT RT 3,b;j$ PRUSE s
51 PRINT RT 10,0; INK 4;9S
60 LET b-b+1• IF h>30 THEN PRI
NT RT 13,7; "out. of time"* PAUSE
40 CLS ’ PRINT RT 13,0; INK 4;9
* PRINT RT 13,t; INK 0;"XXX"• G
0 TO 3O0O
70 IF INKEY*-"Q" THEN GO TO 10
00
00 GO TO 50
999 REM fctFALL T t
l')00 1 f;T r-j LEI d-h
’ 002 PR INI RT 13, t . INK 0;‘'XXX"
10! 0 PR l N1 R1 . d • f.* RT c-1, d+1;
•t at
1013 IF iNKEY*-THEN GO To 1G
S3
i 1015 PRUSE '4
1020 LET c~c+1 IF cMC THEN GO
'TO 3O0O
1030 GO TO 1010
1039 IF 017 THEN GO TO 1002
1040 LET z*C
1041 PRINT RT c,op*;TRB d;m*;AT
c-1, d+1;" "• FOP f-1 TO 50‘ NEX
T f
1042 PRINT RT c,d+l;" "
1043 LET c-c+l
1045 IF c-17 RND d-t THEN GO TO
200*3
1046 IF c>17 THEN GO TO 30OO
1O50 LET d~d+(INKEY*-"0")-<INKEY
*="5">- IF d>30 THEN LET d“d-l
1060 IF d<0 THEN LET d«d+l
1O70 GO TO 1041
^OO0 PRINT RT 1 ?,t;fn*' BEEP .05,
10
2010 LET sc-sc+z
2015 PRUSE 50
2O20 NEXT o
2933 IF l*i RND sc>*cs THEN LET
1*1+1• GO TO 420O
2939 REM **LIVES**
3000 LET 1-1-1
3001 IF I-Q THEN GO TO 4000
3002 BEEP .5,-10
3010 NEXT e
4000 PRINT RT 19,0; INK 4;9* PR
INT RT 0,0;"SCORE"";sc;" LIVES-
";1+1;RT 0,19;" DROPS*";e+1 PRI
NT RT 15,10;"GAME OVER"
4001 FOR 9-5 TO -5 STEP -l• BEEP
.05.9 NEXT 9* STOP
42!JO LET r.-n+2- FOR z~! TO 20* B
EEP .0). r + > BLfcP .01,2-1* NEXT
?■ IF jlM 3 THEN PRINT RT 10,0; "y
on'vc succesfullv finished vour
riution" - STOP
4201 LET i-i+1 LET cs~cs
4205 LET c—10- GO TO 20
5000 FOR f~0 TO 7 READ 3 POKE
USR " P"+f,3 NEXT f
5001 FOR n-0 TO 7 READ b- POKE
USR "t"+n,b NEXT n
5002 FOR 9-0 TO 7■ READ c POKE
USR "r"+9,C NEXT 9
5003 FOP h-0 TO 7 READ d- POKE
USR ”o"+h,d• NEXT h
5016 DRTR BIN 0,BIN llO0OO00,BIN
11000111,BIN 111 11100,BIN 11111
110,BIN 11111101,BIN 00O001U,BI
N O
5020 DATA BIN 0,BIN 0,BIN 111000
00, BIN 0OUllll,eiN O1011 111, BIN
1OO11110,BIN 11100000,BIN 0
5030 DATA BIN OO011100,BIN 01011
lOl,BIN 01001001.BIN 00111110,81
N 000G1000,BIN 0OO10100,eiN O01O
0010,BIN 00100010
5040 DATA BIN 00111110,BIN 00111
110,BIN 01111111,BIN llllllli,BI
N 01000010.BIN 0100O010,BIN 0100
0010,BIN 0O10O1O0
5G50 PAPER 5 : CLS
5060 RETURN
Mi
n)ui
Tl
e f
ll n l
y
ii
E 1
A S THE aircraft flies across the
screen, jump by pressing 0.
“ Pressing 9 opens your parachute,
allowing you to steer with keys 5 and 8.
Your aim is to land on the randomly-
placed landing pad each time and the
later you open your parachute the more
points you gain.
After you have dropped 10 times, if
your score is more than 120 and you
still have five lives remaining the game
will continue with the aircraft flying
slightly lower.
Parachute Drop was written for the
Spectrum by Andrew Burton of Work¬
sop, Notts.
SINCLAIR PROGRAMS October 1983
27
5 REM ***3D*eY*TIM*CL0SS
10 PLOT 127,0- DRAW 0,17b PLO
T 0,87* DRAW 255,0
20 DIM L< 127>• DIM H'127>
30 LET R-43
35 LET D— 1
40 FOR T-l TO 2
50 FOR G-l TO 127
60 IF INKEY*="9" THEN PLOT G+D
,fl- GO TO 100
70 IF INKEY*="Q" THEN LET A-R+
1- PLOT G+D,R- GO TO 1O0
75 IF INKEY*-"5" THEN LET A-A-
1 ! PLOT G+D, A • GO TCI 100
60 IF INKEY*-'*7'' THEN LET A-A+
.5* PLOT G+D,fl* GO TO 100
30 IF INKEY*-"6" THEN LET A-A-
.5- PLOT G+D,fl' GO TO 100
91 IF INKEY*—"1 “ THEN GO TO 10
00
95 GO TO 60
100 IF T-l THEN LET LCG)-fl« GO
TO 115
110 LET H< G >-fl
115 NEXT G
130 LET A-131* LET D-127- NEXT
T
140 OVER 1' PLOT 127,0- DRAW 0,
175- PLOT 0,87- DRAW 255,0' OVER
&
145 INPUT "<i> SOUTH TO NORTH o
r <2> WEST TO ERST ?"
; 0
146 IF 0-1 THEN INPUT "RADIANS
?'*jD' GO TO 150
147 IF 0-2 THEN GO TO 200
148 GO TO 145
150 FOR R-0 TO 126 STEP 4
160 PLOT A,L<A+l>
170 DRAW 128,88+<<H<A+1 >-88>-L<
A+l >>,D
180 NEXT A
190 INPUT "WEST TO EAST RSWELL
?“; 0 *
191 IF Y" THEN GO TO 200
192 RUN
200 FOR t-0 TO 126
210 LET B-L< T+1 > ■ LET R-T
220 FOR G-l TO 20
230 LET A-A+6.35' LET B-B+4.4
240 LET B=8+< < H< T+l >-88 >—L< T+l )
>/20
245 -PLOT A,B
'250 NEXT G
260 NEXT T
270 INPUT "SOUTH TO EAST ASWELL
?"» 0 *
280 IF 0*="Y" THEN LET 0-1* GO
TO 146
290 RUN
1000 LET B—43
1010 LET A-l
1015 LET D-l
1020 LET LCINT D >=B
1021 PLOT D,e
1930 LET B-B-KSIN A>
104O LET A-A+.04 LET D-D+.5
1045 IF D>=127 THEN GO TO 1060
1050 GO TO 1020
1060 GO TO 130
T imothy close of Shepper-
ton, Middlesex wrote Contour
to draw three-dimensional sur¬
faces on the Spectrum. When RUN the
program will print a cross on the screen.
Use keys five, six, seven, eight and nine
to draw a contour line in the bottom
left-hand square. Nine will draw a hori¬
zontal line; the other keys move the
cursor from left to right at varying
angles.
When the bottom left-hand square
has been crossed, the line will move to
the top right-hand square and continue.
The computer will then ask “1 South to
north 2 West to east?” Inputting 2 will
produce 20 intermediate contours re¬
presenting a gradual change from first
to second contour.
Inputting 1 will produce the question
Radians, requiring you to input the
curvature on your south-north lines.
Straight would be 0, maximum curva¬
ture around 2.5. No matter what option
you select, you will be given the option
of including the other.
SINCLAIR PROGRAMS November 1983
55
100 REM ==ONE-TIME==
120 LET ga*e=0; LET hs=0
14-0 DIM a$<5): DIM a (65) : DIM b
<65.* ; DIM S iGS) : DIM C (65)
160 RANDOMIZE
500 REM ==GRRPHIC5 = =
510 DATA "A" , 16,66,72,1,20,63 ,3
1§ 2 ® £ fiTft ”B" / 0,24, 24,24 ,24-, 60,2
—5,2o5
530
DATA
*'C"
#
36,0
540
DATA
"D"
/
, 90 ,
3
550
DATA
11 g t •
s
55,255,255
560
DATA
• » p: ■ >
$
5 , 255 , 255 , 255
f«S "9 "4.g , 24,24,24- , O , 0,0 , £
600 FOR n = 1 TO 7: READ gj: FOR
i=0 TO 7: READ a; POKE USR g* + i,
3 : NEXT i : NEXT n
620 LET a $ (2) =••*": LET a$(53="V
700 REM ==ScT-UP==
720 LET sc=0
74-0 LET r=. 3: LET y =4-
760 LET S=0: LET g =15
S00 BORDER 0: OL5
620 PRINT AT 16,0;”
64-0 PRINT AT 17,0; "
660 PRINT AT 16,0;
3S0 PRINT AT 20,g; "1“
200 PRINT AT 0,2; "Score : ; sc
910 PRINT AT 0,23; INK 1; " V ; I
NK 0;"=5 INK 2; INK 0 ;" =
S20 IF game<>0 THEN GO TO 3O00
960 REM ==INTRO==
1000 FOR J=1 TO 3: FOR n=30 TO 6
0: BcEP .01,n: NEXT n: NEXT i
1020 PRINT AT 10,3; FLASH 1;" DO
you want instructions? "
104-0 IF INKEYJ = — THEN GO TO 104-
0
1060 PRINT AT 10,0;"
1060 IF INKEY$="y" OR INKEY$=“Y”
THEN GO TO 1140
1100 IF INKEY$="n" OR INKEYS="N“
THEN GO TO 3000
1120 GO TO 1020
1160 PRINT AT 4-,12; FLASH 1,"INU
ADERS"
1300 PRINT AT 6,0;" The very
simple aim of this"
2320 PRINT •• simple game is to
destroy the"
134.0 PRINT " invaders that are
landing on "
1360 PRINT " the earth."
1380 PRINT You control you
r base with"
14-00 PRINT " the Keys 'S' and '
3' and fire"
14-20 PRINT " with Key '7'."
14-4.0 PRINT " © r
-LUCKett-
14-60 INPUT " Press ENTER to sta
ft: "; LINE X s
2500 FOR i =4. TO IS
2520 PRINT AT i ,0; "
that are
the earth."
You control you
the Keys '5' and '
with Key '7'."
© R
Press ENTER to sta
1540 NEXT i
3000 REM = = INUADERS = =
3020 FOR i=1 TO 2
3040 FOR J =1 TO 13
3060 LET X=13*Ci-l)+j
3080 LET SCX)=5: LET C(X)=1
3100 LET btX)=2+2ii
3220 LET a Cx) =i + J*2
3200 FOR i=1 TO 3
3220 FOR J =1 TO 13
3240 LET X=26 + 13Hi-l) +.i
3260 LET SCX)=2: LET C(X)=2
3280 LET bfx)=6+2*i
3300 LET a lx) =i+ J *2
3320 PRINT INK C(X);AT b(X),a(X)
• 2 $ ( ^ C X j J
334© NEXT j
3360 NEXT i
4000 REM = =LOOP = =
4020 FOR n =1 TO 65
406© LET 91=9
41©0 IF INKEY $ = " " THEN GO TO 450
4120 IF INKEY $ = " 3" THEN LET Q =0 +
2: GO TQ 4300 "
4140 IF INKEY $ =" 5 " THEN LET 9=9 -
1: GO TO 430G
3140 PRINT INK CfX);AT b (X) , a fX)
; a $ is ex) )
3160 NEXT J
31S0 NEXT i
4160 IF INKEY $ = "7" AND INT (n/y)
=n/y THEN GO TO 4200
4180 GO TO 4500
4190 REM = =FIRE = =
4200 LET i1=19
4210 FOR i=18 TO 3 STEP -1
4220 IF POINT (gjS+2, (21-i) iS + 4)
=1 THEN GO TO 4240
423© PRINT AT “: PRINT AT
i,g; INK 3; LET il=i: NEXT
i: GO TO 4280
4240 IF POINT Cg*S,C22-iJ*8)=1 T
MEN GO TO 4280
425© IF POINT Cg*6,C21-i)*6+6)=1
THEN LET SC=SC+3
4260 LET SC=SC+2: PRINT AT 0,3;s
4270 IF SC=208 OR SC=436 OR SC=6
54 OR SC=892 THEN PRINT AT il,g;
" ": PRINT AT i,g; INK 2; ”&*" : BE
=P .5,-50: PRINT AT i,g;" ": GO
TO 6000
4260 PRINT AT il,g," PRINT AT
i,g, INK 2; : BEEP .5,-50: PR
INT AT i , g; " "
4290 GO TO 4500
4308 REM ==MOUE==
432© PRINT AT 20,gl," "
4340 IF g >29 OR 9 <2 THEN LET 9 =9
4360 PRINT AT 20,g;"A"
4500 ._REM =^TNUADEP5 = =
4520 if a en )=0 then go to 7000
4540 IF POINT (a(n)iS+2,(21-b(n)
)*6+4)=0 THEN LET a(n)=0: GO TO
7000
544© print AT b(n),a(n);" "
5460 LET aen)=a(n)+i
5480 IF a(n)=30 THEN LET b(n)=b(
n)+2: LET aen)=H: IF b(n)=18 THE
N GO TO B40©
5520 PRINT INK c(n);flT b<n),a(n)
; a$ es en) )
5000 REM = =ATTACK = =
5020 IF RND < r THEN GO TO 7000
5040 LET h =INT (RND*65) +1
5100 IF POINT Ca th) *8+2, (21-b<h)
)*8+4)=0 THEN LET h=n
5140 PRINT FLASH 1; INK C(h);AT
b fh) ,3(h);a$ls(h))
5160 FOR i=16 TO 18
S1S0 IF POINT Caeh)*8,C21-i)*S)=
I THEN GO TO 6240
5200 NEXT i
5220 LET i=20
5240 PRINT AT i,3Ch); INK 2j ;
BEEP .1,-30: PRINT AT i,a(h);"
5260 IF i=20 AND a(h)=g THEN GO
TO 3300
5280 PRINT FLASH 0; INK C Ch);AT
b Ch) , a (h) ; a$ es eh) )
5300 GO TO 7O00
700© NEXT n: GO TO 4000
3000 REM ==UIN==
14
SINCLAIR PROGRAMS May 1983
514.0 PAUSE 1: PAUSE 1: PAUSE 1 :
PAUSE 10
52.60 LET StiSC420: PRINT AT 0,2;
**score: ";sc; "
31S0 GO TO 3000
3260 REH ==LANDED==
S220 PRINT AT 3,0; FLASH 1;"
THEY * UE LANDED
324-0 FOR n =1 TO 15: BEEP .1,-30;
PRUSE l+RNDi4: NEXT n
3260 PRINT RT 3,0; FLRSH 0,”
W E HEREBY inaugurate a new
quest for the Sinclair Program¬
mer Our Spacman project is,
we think, approaching its triumphant
conclusion—we can feel you all closing-
in on that elusive muncher—so it is just
the time to implant a new ambition in
your heads.
Send us an arcade-quality Invaders
game. Fast moving, colourful, with all
appropriate effects.
R Luckett of Stratford-on-Avon has
provided all you need to begin the
project. His program gives you the laser
base, the rows of descending aliens and
the disintegrating bunkers to lurk be¬
hind. It is a little slow, however, and the
power beams from the aliens are invisi-
3300 REH ==LOSE==
S320 FOR n=l TO 10: BEEP RND
PRUSE CRNDf3)+1; NEXT n
334-0 BORDER 7: CLS
3360 PRINT RT 6,0;"
O Bad!
3360 PRINT '" Better lut*
t tise!
5460 PRINT ; Scot
sc; "
34-20 IF SONS THEN LET hS=SC
3440 PRINT ;High SCOT
^ - • • ••
3500 PRINT RT 16,0; FLASH 1;
Do you want another game'?
3540 IF INKEY$="" THEN GO TO
3560 IF INKEV'$ = ‘‘y" OR INKEY'S
THEN LET game=l: GO TO 700
5560 IF INKEY$ = "n" OR INKEY $
THEN CLS : GO TO 9900
3500 GO TO 3540
, 60 :
nex
e :
e;
S54
_ My m
= *N”
ble. Race right with 8, lurch left with
the 5, and 7 shoots your blaster beam.
(48K Spectrum). Graphics notes:
620—Graphic D, graphic C
820—Graphic E, inverse space, graphic
F.
880—Graphic B
4230—Graphic G.
SINCLAIR PROGRAMS May 1983
15
P PEEK 23560«= 79 >
165 IF INKEYS»"h" OR INKEYS="H"
THEN PAUSE 0
170 IF SCREENS <k,l>-"*" THEN G
0 SUB 1000
180 IF HTTP < k , l>*49 THEN GO TO
1500
185 PRINT RT 0.0; s
190 IF s-q#4.'2 THEN GO TO 3000
200 GO TO 90
1000 IF k-0 THEN LET k = l
1010 IF k»21 THEN LET k-20
1020 IF 1-0 THEN LET 1-1
1030 IF 1-31 THEN LET 1=30
1050 RETURN
1200 IF INT j—0 OP INT J<3 THEN
LET J=1
1210 IF INT j-21 THEN LET J-0
1220 IF INT h=0 OR INT h<0 THEN
LET h«l
1230 IF INT h=31 THEN LET h-38
1240 RETURN
1500 CLS
1505 READ 3
1510 BEEP .5.3
1520 ORTA 6,9.3,2.5.7.6,5.4.9,1.
0
1540 IF 3=0 THEN .RESTORE 3' GO T
0 1560
1550 GO TO 1505
1560 PRINT - PRINT PRINT "YOU
CRASHED"'" WITH A SCORE OF ";s
1570 INPUT - Another 93me ?";9*
1580 IF q*«-V OR q*="Y" THEN GO
TO 1
1999 STOP
2000 CLS < PRINT " IT GOT
YOU "* PRINT • PRINT " YOUR
SCORE IS ";s
2020 INPUT "Another 9ame ? ";q*
2030 IF <3S="y" OR q*="Y" THEN GO
TO 1
2500 STOP
3000 FOR r =0 TO 30
3010 FOR 2=0 TO 5- BEEP ,01.2= N
EXT z
3020 PRINT FLASH 1;AT 18,12;"YOU
WON"
3100 LET 3=INT <RND*7>+1
3110 PAPER 3
3120 NEXT n
3130 INPUT " Another game ? ";9*
3140 IF qS="y" OR q#="Y" THEN GO
TO 1
3150 STOP
4010 PAUSE 100
5000 cls « print " vs'.y;/.v.yyw'v. m <m
ve ny^y^.y.y.y.y.y.y.y."
5010 PRINT = PRINT "In this Same
you. have to make the 9host ea
t the blobs."'"But if the 9host
catches you it will eat you and
if you run intothe
1 be SPLATTED."
5020 PRINT » PRINT
e this CJ
5030 PRINT • PRINT
oks like this
5040 PRINT * PRINT
ok like this Afl
AA"
5050 PRINT
keys'-"
5055 PRINT
ft"
5060
5065
5067
5068
blobs you wit
"You look lik
lo
"The 9host
INK 2 j"B"
"The blobs lo
PRINT "To move use
PRINT "w to move U
PRINT
PRINT
PRINT
PRINT
o cont>"
5070 INPUT
e
“o
"k
"h
to
to
to
to
move
move
move
hold
right"
uP"
down"
Cany key
"How many blobs ?";q
6000
6010
6020
6030
6040
6050
6060
6080
6090
7000
7010
7020
7030
7040
7060
7070
7080
7090
8000
e0i8
8020
8030
8050
POKE
POKE
POKE
POKE
POKE
POKE
POKE
POKE
POKE
POKE
POKE
POKE
POKE
POKE
POKE
POKE
POKE
POKE
POKE
POKE
POKE
POKE
USR
USR
USR
USR
USR
USR
USR
USR
USR
USR
USR
USR
USR
USR
USR
USR
USR
USR
USR
USR
USR
USR
"a".BIN 11111111
"a"+l.BIN 10000001
"a"+2,BIN
"a"+3,BIN
"a"+4,BIN
"a"+5,BIN
"a"+6,BIN
"b", BIN
"b"+l.BIN
"b"+2,BIN
"b"+3,BIN
"b"+4,BIN
"b"+5,BIN
"b"+6,BIN
"c", BIN
" c " + 1 , BIN
"c"+2,BIN
"c"+3,BIN
"c"+4.BIN
"c"+5,BIN
"c"+6,BIN
"c"+7,BIN
11111111
10000001
11111111
10000001
11111111
01111100
11010110
11111110
11111110
01111100
01010100
0001000
0011100
1010101
1000001
0001000
0001000
0111110
RETURN
M OVE IT is another round in
the continuing battle between
. you and the ghosts which
haunt your Spectrum. The ghost chases
you round the screen and you score by
tricking it into crashing into the blobs.
If the ghost catches you it will eat you
and if you run into a blob you will be
SPLATTED.
The program was written by R Wile-
man of Emsworth, Hampshire.
1 PAPER 7= CLS « GO SUB 6880-
GO SUB 5000
2 CLS • GO TO 50
5 LET s-0* LET k = 15 = LET 1=15
« LET j=l' LET h=20
10 FOR a-0 TO 31< PRINT AT 0,3
PRINT AT 21,a;"*"= NEXT a
20 FOR a=0 TO 21- PRINT AT a,0
;"*"' PRINT AT a,31;"*"' NEXT a
30 PRINT AT 1,1;"*"
40 GO TO 90
50 FOR n-0 TO 4-1
55 LET w-INT <RND*19>+!' LET e
-INT ( RND*29)+l
60 PRINT INK 1; PAPER 6;AT w.e
65 PRINT INK U PAPER 6;AT w+1
,g; "AA"
70 NEXT n
80 GO TO 5
90 PRINT AT k,l;"C"
100 PRINT AT INT j,INT h;" "• L
ET j»J+.8*Cj<k>-.5*<J>k>■ LET h=
h+.8*<h<l)-.5*<l<h> ; IF ATTR <IN
T J,INT h>-49 THEN LET s=s+l
101 IF SCREENS <INT j,INT h>="*
" THEN GO SUB 1200
105 PRINT INK 2; PAPER 7;AT INT
J,INT h; "B”
110 IF ATTP <k,1>=58 THEN GO TO
2000
145 PRINT AT k,l;" "
150 LET 1 = 1-C PEEK 23560-119 OP
PEEK 23560-87>+<PEEK 23560=101 0
R PEEK 23560-69)
160 LET k=k+< PEEK 23560-107 OP
PEEK 23560-75 >-<PEEK 23568-111 0
24
SINCLAIR PROGRAMS July 1983
10
100
110
130
» GUT
1O0S
Sit t
1010
1020
1030
104-0
-dx :
1050
S010 PRINT INK 2. PAP
I ®' i i OUER 0,
=02© BEEP .©5,31-i
=030 NEXT i
3040 PRINT AT O.i, BR
INK 8; PRPER S;
LET X=dt2: LET y
XF S<S<X> THEN G
5S08 POKE 23650,8
oSIG INPUT PRPER 2; I
• 'You sue it to t*»e
•’ , 'EfiTcR NOME 110 MRX
. LINE -*
3515 POKE 23656,0
5520 IF S>=S(y) THEN
ily): LET S(X)=S<y): .
*: LET Sly) =S : GO TO
6S30 IF S>»iiX) THEN
*: LET S ( 3 ) =S
5540 CLS
SSS0 PRINT FLUSH 1,RT
INK XHT (PND
W E DO NOT understand how
this game can be so addictive.
The basic concept could
scarcely be more simple. It is a Break¬
out-type game in which you are re¬
quired to blast away an advancing wall
before it crushes you. There are tactics
to be employed, like hitting foundation
stones and bringing down a series of
bricks above them, and attacking the
next wall in the series through the gaps
in its predecessor; the multi-coloured
bricks are very pretty; the finger work
could not be easier, but why do we
become so wrapped up in the thing?
Perhaps we are just claustrophobics.
The game was submitted by D Valen¬
tine of Mansfield, Nottinghamshire.
(16K Spectrum). Graphics notes:
1110-Graphic A
6010—Graphic B.
BFM DEMOLITION
SeEP®*,!®”* 1 *" 1 *"*
POKE 23658.0
GO SUB 9000
f*:§5 E S g OD gg
PRINT Cl, AT 0,0; FLUSH l;Tfl
PRESS R NY KEY".
BORDER
PROSE O
LET S
a =40
GO TO 8000
INK 0: PAPER 6.
GO SUB 7000
PRINT Bl;AT 0,0;"SCORE:O","
SCORE: ";s < a *2 — 1>
LET r -INT 1RND»10-*1>
LET dx-<r >5) -If <*5> : LET X =
r <=5>
LET il:<
LET **=INKEYS
LET x =X ♦ d X
IF X > 31 OR X<0 THEN LET dx -
GO TO 103©
PRINT RT 0,x;"RT 0,xl;"
1060 IF **<>"" THEN LET b
3 TO 1100
1070 GO TO 1010
1100 IF b<d THEN GO TO 2000
1105 LET b —0 • LET C=C* X: IF 0*1
3 THEN LET C*
111© IF C =S THEN LET
1115 IF C °0 THEN LET W*=CMR* 17*
CHR$ 6 *CHRS 16*CMR* 0+CHRS 6*CHR
file POKE 23692,255: PRINT SI; RT
0,0,,»2,RT 21,0' PRPER 0, INK I
NT (PNDf6H);»*;Hl;«T 0,0; "SCORE
:”;S,"HIGH SCORE: "; 5 Id *2-1)
1125 PRINT RT 0,x;"*”
LL30 LET L»USA USB "C"-. TF LOSS
535 THEN GO TO 6000
2000 BEEP .03,-12
2005 LET y =0
201© LET yi=y
2020 LET y=y*l
2025 IF y >21 THEN PRINT RT yl.x,
*• GO TO 1000
*'020 I B RTTR ly,X)i:d THEN GO TO
300©
2340 print AT y,x;"*“;AT y1,x;"
-350 GO TO 2010
-000 PRINT RT y 1, x ; " •*
3010 LET IXBX: LET fX»X
3020 LET l=RTTR Cy,lX>
3025 LET r=RTTR ly,rx)
3030 IF l=a AND r =3 THEN GO TO 1
000
3035 IF l<>a AND Ixorx THEN LET
5*£45. BEEP .O1,10*X-IX
3036 IF r 03 THEN LET $-S*S BEE
P .01,10»rx-X
-;0S7 PRINT SI; AT 0,6, *_
-.040 PRINT at y , tx; ’ AT y,rx,"
LET rx=rx
7330 NEXT i
seel PAPER N S: INK O: BORDER 3: C
§? l ?, p ^K>? T PAPtfe 5«»e&*8! x 8
5 S. p f? s io :: sfewaM°{hi h i3
vancins **aii. before *t re
aches you."
3030 PRINT .
r b«U- -
^spflCE 1 ^ *" press a-^y Key eg
§0S0 PRINT a1;AT 0,0; INK 0; PAP
1-MBB[>- £LECT DIFFICULTY ? *1-5) :
3055 LET w * = INKEY S
fi ?O 0 805a**<"1“ OR THEN GO
5070 LET d =UAL a* 11)
8080 PRINT M;gT 0,0; ink 1; POP
ER 6; PRESS ANY KEY TO START G
AME “• PAUSE 1: PAUSE O
3O90 GO TO S0O
=»O00 RESTORE 9200: FOR i =USR "a"
TO USR ” C *' *17: READ X: POKE i,X
NEXT i
-010 DXH 5*110,10): DIM *110)
3020 FOR i=1 TO 10: LET S*li)=".
.“: NEXT i
5030 RETURN
9200 DATA 0,126,126,126,126,126,
i 266
3210 DATA 6,24,96,255,255,96,24,
3300 >DAT A 33 , 0 .65,1,32.0, 126 ,254
(126,200,35,13,32,-6,1.255,25S,2
SINCLAIR PROGRAMS May 1983
39
M ATRIX is one of those rare but
excellent routines in which the
computer answers back. It is a
game of strategy requiring you to move
a flashing cursor across a matrix of
numbers, collecting the highest avail¬
able values by hitting the 0 key.
The restrictions are that you can
move only horizontally and that you
must avoid giving the computer, which
moves vertically, any access to the high
numbers. The winner is the player with
the highest score when more moves are
impossible. Instructions and prompts
are contained within the game and a
running score is kept.
The computer plays very well, obvi¬
ously in its element with the requisite
number-crunching, and in our tests it
managed to win more often than not.
An interesting and original listing
from T J Marrow of Wirral, Mersey¬
side.
In our listing, lower-case letters signi¬
fy inverse video except when inside
brackets, when they are graphic instruc¬
tions. (16K ZX-81)
1 PRINT RT 10, 10j "<inverse MR
TRIX )"
7 PRINT RT 17,8;"BY JRMES MRR
ROW "
8 PRINT RT 20,4;"DO YOU WRNT
INSTRUCTIONS?"
9 INPUT IJ*
10 IF U« 1 )*"Y" THEN GOTO 2000
11 CLS
12 PRINT RT 10,5;"WHO RM I PLR
*YING WITH?"
13 PRINT RT 13,7;"<INPUT YOUR
NRME >"
14 INPUT N*
15 CLS
16 IF LEN N$<9 THEN GOTO 19
17 PRINT RT 13,3;"YOUR NRME IS
TOO LONG."
18 GOTO 14
19 PRINT RT 10,2;"EXCUSE ME WH
ILE I SET UP";TAB 6;"THE BORRD,
";N*
20 REM shuffle board Pieces
21 LET LP«0
SINCLAIR PROGRAMS June 1983
22 LET M0«2
25 DIM B*< Qf 16)
30 LET R*®"#151009090908080807
07070606060505050404040303030202
020101010000000000-1-1-1-2-2-2-3
-3-3-4-4-4-5-5-5-6-6-6-7-7-7-8-S
-8-9-9-9-900 "
40 FOR N-l TO 8
50 FOR M-l TO 8
60 LET R-INT < < RND*< < LEM R*-l)
/2))+l )*2
70 LET B*<N,M*2-1 TO M*2>*R$<R
TO fl+1 )
00 IF R*<fl TO R+l)-" " THEN G
OSIJB 1500
90 LET R*-R*<1 TO R-l)+R$<R+2
TO LEN R$>
100 NEXT M
110 NEXT N
120 REM score variables
130 LET S-Q
140 LET T«0
160 GOSUB 700
170 REM Players move
175 GOSUB 3080
180 PRINT RT 2*Y,1+<X-1>:*3;"<tw
o inverse 'RSTERISKs)"
190 PRINT RT 2*Y.. l+< X-l >*3; Y
,2*X-1 TO 2*X)
200 IF INKEY*-"" THEN GOTO 180
210 LET R$«INKEY*
213 IF R$» ,, IJ" THEN GOTO 920
215 IF R$< >"8" RND R$<>"5" RND
R*< >"0" THEN GOTO 180
219 IF R$*"0" RND B*<Y,2*X-1 TO
2#X)*" " THEN GOTO 180
220 IF R*«"0" THEN GOTO 270
230 LET X»X+< fl$*"8")-< R$»"5")
240 IF X>8 THEN LET X-l
250 IF X<1 THEN LET X®3
260 IF B*< Y,2#X-1>*" " THEN GOT
0 230
265 GOTO 180
270 LET LP-VRL Y , 2*X-1 TO 2*
X)
275 PRINT RT 2*Y,l+<X-l>*3;" "
280 LET S-S+LP
290 LET MO*l
295 LET B*< Y, 2YX-1 TO 2*X)=" "
297 GOSUB 765
300 REM computers move
301 GOSUB 4000
305 DIM R<8>
310 FOR N-l TO 8
315 LET V—100
325 IF N**Y THEN GOTO 430
330 IF B*<N,2*X-1 TO 2*X><>" "
THEN GOTO 360
340 LET W—100
345 IF N-Y THEN GOTO 420
350 GOTO 370
360 LET W=VRL B*<N,2*X-1 TO 2*X
)
370 FOR M-l TO 8
370 FOR M-l TO 8
380 IF M«X THEN GOTO 410
390 IF B*<N,M*2-1 TO M:*2>=" "
THEN GOTO 410
395 IF VRL B*<N,M*2-1 TO 11*2 XV
THEN GOTO 410
400 LET V-VRL B*<N,M*2-1 TO M*2
)
410 NEXT M
420 LET R< N)=W-V
430 NEXT N
440 LET V—100
450 FOR N=1 TO 8
460 IF B*<N,2*X-1 TO 2*X)«" "
THEN GOTO 489
470 IF RCNXV THEN GOTO 489
475 LET V-RCN)
480 LET Y*N
489 NEXT N
490 LET LP-VRL B$<Y ,2*X-1 TO 2 %
X)
500 LET T-T+LP
505 PRINT RT Y*2,l+<X-l>*3;" "
510 LET B$<Y,2*X-1 TO 2*X>-" "
520 LET M0=2
530 GOSUB 765
540 GOTO 170
699 REM draw board
700 CLS
701 PRINT RT 0,0.; "< nine inverse
SPRCEs;inverse MRTRIX;ten iriver
se SPRCEs)"
706 FOR N-l TO 8
710 PRINT RT <2*N>-1,0;"<twenty
SINCLAIR PROGRAMS June 1983
41
five inverse SPACEs)"
720 FOR M*1 TO S
730 PRINT RT 2#N,<M-l)#3;"<inve
rse SPACE)" j B$<N,2#M-1 TO 2*M)
740 NEXT M
745 PRINT RT 2*N,24;"<inverse S
PACE)"
750 NEXT N
760 PRINT AT 17,0;"<twenty five
inverse SPACEs)"
770 PRINT AT 19,2;N*;" • ";S;"
ii
780 PRINT AT 21,2;"ZX81 * ";T;"
ii
790 PRINT AT 19,15;"LAST PIECE
* ";LP;" "
795 PRINT AT 21,14;"
ii
800 IF MO-1 THEN PRINT RT 21,14
;"MY TURN"
810 IF MO-2 THEN PRINT RT 21,14
;"YOUR TURN,";N$
820 RETURN
910 REM Same over
920 CLS
925 PRINT RT 4,8;"<thirteen inv
erse RSTERISKs )"
930 PRINT RT 5,8;"<inverse R8TE
RISK SPRCE GAME OVER SPACE ASTER
ISK)"
935 PRINT RT 6,8;"<thirteen inv
erse ASTERISKS)"
940 PRINT RT 9,7;"MY SCORE IS "
; T
950 PRINT RT 11,2;"YOUR SCORE,"
;N$;",IS ";S
955 PRINT RT 13,7;"PRESS ANY KE
V "
960 IF SOT THEN GOTO 1000
970 PRINT RT 17,6;"<inverse DRA
W ) "
4390 IF INKEY®* 5 "" THEN GOTO 990
995 GOTO 1200
1000 IF S>T THEN GOTO 1050
1010 PRINT RT 17,9;"<inverse I W
ON)"
1020 IF INKEY®-"" THEN GOTO 1020
1030 GOTO 1200
1055 PRINT RT 17,6;"<inverse YOU
WON)"
1070 IF INKEY$“"" THEN GOTO 1070
1200 CLS
1210 PRINT RT 10,3;"DO YOU WANT
ANOTHER GAME?"
1220 INPUT U*
1230 CLS
1240 IF U*0)-"Y" THEN RUN
1250 PRINT RT 10,11;"THANK YOU"
1260 STOP
1500 LET Y-N
1510 LET X-M
1520 RETURN
2000 CLS
2001 PRINT RT 1,12;"<inverse MAT
RIX )"; TAB 11;"-"
2005 PRINT AT 4,1;"YOUR RIM IS T
0 GAIN MORE POINTS"
2010 PRINT "THAN THE COMPUTER. W
HEN IT IS"
2015 PRINT AT 6,0;"YOUR TURN, YO
U MOVE THE ""< two inverse RSTERI
SKS)"" WITH"
2020 PRINT "THE ""8"" AND ""3""
KEYS UNTIL IT IS"
2025 PRINT "OVER THE PIECE YOU W
ANT, THEN"
2030 PRINT AT 9,0;"YOU PRESS ""0
"" TO TAKE IT."
2035 PRINT "PRESS ""IJ"" TO STOP
THE GAME."
2040 PRINT AT 12,1;"THE COMPUTER
MOVES VERTICALLY,"
2050 PRINT " AND YOU MOVE HORIZ
ONTALLY."
2055 PRINT AT 18,5;"WHO AM I PLR
YING WITH?"
2060 PRINT AT 20,7;"(INPUT YOUR
NAME)"
2070 INPUT N$
2075 CLS
2080 IF LEN N$<9 THEN GOTO 19
2090 PRINT RT 13,7;"YOUR NAME IS
TOO LONG"
2100 GOTO 2070
2999 REM is Same over!
3000 IF B*<Y)-"<sixteen SPACEs)"
THEN GOTO 920
3010 RETURN
4000 LET C®*""
4005 FOR N-l TO 8
4010 LET C$=C$+B$C N, X#2-l TO X*2
)
4020 NEXT N
4030 IF C$=*"<sixteen SPACEs)" TH
EN GOTO 920
4040 RETURN
5000 REM MATRIX
5010 SAVE "MATRIX"
5020 RUN
42
SINCLAIR PROGRAMS June 1983
Easily programmed voice control
Sensitive to individual voice prints
Instant response on screen
Your attention can stay on the screen
- not on the controls
with sirnczian
ZX Spectrum
HOME COMPUTER UNITS
MAJOR PRICE n nc
BREAKTHROUGH R.R.P
A SENSATIONAL ADVANCE IN
COMPUTER GAME TECHNOLOGY
YOU SPEAK
THE COMPUTER OBEYS
COMMODORE
NEW RELEASES!
COMMODORE 64
1 Hinxman
Hive-cave actionf
Bertie Bee needs help
delending the hive. Fight oft
the invading swarms, battle
the bees and defend your
Queen!
BUG.
£7.95
Author Indescomp
Itchy action!
Jump your way out of the
caves with Bugaboo the flea
but beware of the fearsome
Dragon as you tump around
the exotic vegetation.
TRUW
the Ants m the soft
solid 3D city of Antescher
SPECTRUM
Indescomp
Action beneath the
/
Fred the Intrepid
Archaeologist searches the
creepy catacombs below the
torrid tomb of 'Tootiecarmoon'
for the terrible treasures
amidst monstrous mummies,
ghastly ghosts, bats and rats!
Oulcksllva programs are available from: Boots. W.H. Smiths. J. Menzies, Microdealer.
HMV. Hamleys, John Lewis, Computers for All and all reputable
specialist computer stockists.